Post by Tameh on Dec 27, 2012 13:39:53 GMT -6
Lores
PCs are allotted starting Lores based on their Rank. Additional Lores can be bought at character creation. All Lores AFTER creation must be taught by a PC or an NPC Mentor (3pt Background Minimum). Lores cost 3xp per dot.
[li]You know that there are ethereal beings that live in the Umbra and Astral realms which are known as spirits.
[/li][li]You know that spirits each exemplify and embody some sort of concept or function (such as emotions, elements, physical locations, thoughts or abstracts), and that they will always act in accordance with the principle they signify.
[/li][li]You know that spirits usually do not speak in a human tongue. You further know that even if this is circumvented, that spirits tend not to think in human terms, and that as a result they can sometimes be excruciatingly difficult conversationalists.
[/li][li]You know that spirits possess a wide array of powers which they may employ both upon the astral, Umbra and/or material planes. You have heard of spirits possessing people, causing damage or decay to structures, taking control of their element (ex: a water elemental changing the behavior of the tides briefly), physically attacking the living, and occasionally manifesting a material form and walking the earth.
[/li][li]You know that spirits can be either bartered with or compelled by force to carry out favors for a knowledgeable shaman or magician. You know about chiminage: a certain bargain, gift or behavior that spirits ask of their supplicants. You know that spirits forced into servitude rarely react well in the long run.
[/li][li]You know that spirits often have taboos which they cannot act against (ex: spirits of peace cannot commit violence).
Spirit Lore 2
[/li][li]You know the difference between spirits and wraiths
[/li][li]You can generally divide spirits into two separate camps: those more abstract ones that tend to stand for ideas, concepts and theological personae (thought of as demons, angels, gods, or platonic forms) and those who stand for primal analogs to natural phenomena, animals, elements, and material objects (thought of as elementals, nature or totems).
[/li][li]You know that spirits are comprised of, powered by, and feed off of a metaphysical material known as "essence", and that spirits (depending on their strength, affinity and temperament) can gain "essence" in a variety of ways, including immersing themselves in principle they represent, receiving a physical offering, going into a dormant sleep-like state (occasionally called "slumber"), or consuming another spirit.
[/li][li]You know the appropriate chiminage and offerings for a few spirits within your field of specialty.
[/li][li]You know that spirits can be physically harmed, banished or even destroyed (in rare cases) if they are fought on their own plane of existence, or if they have intruded on the material realm in physical form.
[/li][li]You have heard that spirits may occasionally possess people for long periods of time, and that such people become physically and mentally changed by the experience. You hear such cases are rare though, and that spiritual possession generally only lasts for a day at most.
[/li][li]You know that spirits have some sort of complex ranking or hierarchy amongst themselves, although you're at a loss as to how to understand it.
[/li][li]You know that all spirits possess True Names, and that any who possess the True Name of a spirit may summon, bind and exert control over it.
[/li][li]You know that spirits universally must follow their taboos, lest they fall into involuntary slumber.
Spirit Lore 3
[/li][li]You know that spirits of abstract and platonic concepts inhabit a plane of "thought" (the Astral Plane) whereas primal spirits of natural things inhabit a separate plane of "being" (The Middle Umbra) and that they differ much in behavior. You know that astral spirits respond better to highly structured hermetic summoning, rituals and invocations, whereas Umbral spirits respond better to spontaneous offerings, dances, sacrifices and chants.
[/li][li]You know that new spirits come into existence each time a new thought, idea, or thing is birthed, shaped from the endless substance of their umbra. You know that there are an infinite number of spirits.
[/li][li]You know the appropriate chiminage and offerings for a several spirits within your field of specialty
[/li][li]You have heard that spiritual possession of persons and even objects can cause the host to bend toward the affinity of the spirit in strange and varied ways. (People possessed by fire spirits may seem full of energy and have an abnormal body temperature. People possessed by peace spirits may lose their ability to feel rage.)
[/li][li]You know that sometimes the effects of long term possession can even cause the human body to reshape itself in seemingly alien ways over time.
[/li][li]You know that the mightiest of spirits are referred to as the Aeons (or occasionally Incarnae), and that these roughly equate to Gods or Goddesses and tend to represent far reaching universal concepts such as the Sun, the Sky, Love, War etc.... You further know that they are served by a series of minions and courtiers who take on the duties pertaining to specific aspects of the Aeons.
[/li][li]You know that spirits technically possess little in the way of free will, although they can seem to have very complex personalities which would make them seem to. As such, there is no such thing as an "evil" spirit.
[/li][li]You know that spirits will almost universally partake of whatever desired offering a supplicant gives them until they are cut off from it, and that if left to it's own devices a spirit will not stop partaking.
[/li][li]You can imagine why this fact might be particularly useful to remember when it comes to such things as blood offerings.
Spirit Lore 4
[/li][li]You have heard legends stating that the first spirits were angels who refused to take sides in the War of Heaven, and that for their indifference they were stripped of the ability to make any sort of decision and set forever to their tasks.
[/li][li]You know that intrinsically demons and angels fall under a similar loose classification as spirits, and that some spirits attempt to masquerade as them. You have a pretty good understanding of whether or not you're dealing with something impersonating an angelic/demonic entity, or if you've had the misfortune to stumble on the real deal.
[/li][li]You know the appropriate chiminage and offerings for a most spirits within your field of specialty, and the True Names of a handful of useful entities.
[/li][li]You have heard rumors that mortal (and occasionally immortal wanderers within the realms of the spirits can lose their way and become spirits themselves.
[/li][li]You know that those men or animals possessed by spirits for a long time can fall into roughly three categories: Those who are possessed by spirits relating to entropy or decay (called Fomors or Fomori); those who are possessed by spirits of stasis (called Drones) or those possessed by spirits of dynamism and chaos (called Gorgons). You know that each broad group has a tendency to develop features similar to others of it's class (Drones, for example, have an increased tendency to cease aging), but that ultimately each possessed creature is still ultimately as unique as the spirit that hold it.
[/li][li]You know that roughly below Aeons are Preceptors (occasionally called Jagglings amongst the non-Astral courts) who serve specific aspects of their Aeon.(ex: The Aeon of the Moon might have a Praeceptor of the Waning Moon, or the Moon as it relates to the tides), that below them are the Minions (sometimes called Servitors or just re-classed as "lesser Jagglings") who in turn serve the Praeceptors, and that lastly are the Minor Umbrood (Gafflings) who are animal-like, only vaguely self-aware and usually lead very short life cycles in the spirit realms. You still have no clue as to how a spirit might move from one rank to another - or if they even can.
Spirit Lore 5
[/li][li]You know that a spirit can grow more powerful by devouring another spirit, and that this is how Minions become Praeceptors, Minor Umbrood become Minions, etc...
[/li][li]You know that the Aeons existed before all other spirits, and that they have never been usurped in their station. You get the impression that they existed before all things.
[/li][li]You know the appropriate chiminage and offerings for all spirits within your field of specialty, and the True Names of several useful entities.
[/li][li]You know that any living creature that wanders too long and too far into the Umbra or Astral realms (such as might be done using high levels of Auspex, will eventually suffer disconnection from their body and that they will become a spirit in their own right, usually embodying some aspect of their human personality. You know that such spirits are rare, and that they often prove extremely volatile.
[/li][li]You know that a possessed being after several years has little remnant of the host left, and that many possessed creatures have been known to die once the spirit wears through the body
Ghost Lore 1
[/li][li]They haunt a house because they want to be reunited with their love. These haunting are often accompanied by poltergeist phenomena.
[/li][li]Some say Restless ghosts are at war among themselves, for various reasons.
[/li][li]Information from newer movies (The Haunting, Ghost Ship, Lost Voyage.)
[/li][li]A lot of false rumors, myths and folklore mixed in (basically, a lot of false or inaccurate information).
[/li][li]They are everywhere!! Watching and waiting
Ghost Lore 2
[/li][li]Rapping’s one of the earliest means of spirit communication. Rapping does include thumping, knocking, tapping or bumping.
[/li][li]Reports of poltergeist disturbances cite loud noises, lights, smells, physical and sexual assault, and telephones ringing. Poltergeist activity stops as sudden as it starts.
[/li][li]It may last anywhere from a few hours to a few years. Activity usually takes place when a particular individual is present.
[/li][li]Believes any ghost will possess any power they have ever seen exhibited.
[/li][li]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 3
[/li][li]You cannot hear a ghost of the undead that does not wish to be heard
[/li][li]Invisibles are ghosts that play with children that only the child can see.
[/li][li]Some people believe these ghosts are only a figment of the child's imagination.
Ghost Lore 4
[/li][li]Zombies exist. They are ghosts who have re-animated their corpses to rule the world.
[/li][li]The center of a Haunted house is called the Heart which is learned from poltergeist the movie from the 80’s
[/li][li]Apparitions can appear and disappear very suddenly. They can move through walls, cast shadows and their reflection can be seen in a mirror.
[/li][li]They may appear real or sometimes may appear fuzzy or transparent.
[/li][li]Ghosts can possess people, animals, and machines
Ghost Lore 5
[/li][li]You know that ghosts are also called Wraiths
[/li][li]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.
[/li][li]They normally have a personal connection between a thing and to the person they haunt.
[/li][li]Ghosts are not something that should be taken lightly, if ignored to long they can find a way to be heard, or felt.
[/li][li]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.
Umbra Lore 1 - What a well-learned Theurge should know
The Umbra is divided into several distinct "layers": the Periphery, the Penumbra, The Near Umbra, and the Dark Umbra.
[/li][li]The Penumbra is filled with Domains, small areas that correspond to both the physical Realm and the Near Umbra.
[/li][li]You are able to name several varieties of Domains.
[/li][li]You know where the Gauntlet is strong and where it is weak.
[/li][li]You are aware of the dangers of Disconnection.
[/li][li]You know that night time hours are the safest to traverse the Umbrascape.
[/li][li]You have heard of Malfeas and know it is a realm of the Wyrm.
[/li][li]You have heard Elders speak of Erebus as a purgatory like realm for Garou.
[/li][li]You have heard of Pangaea and know that many consider it to be a primal paradise of sorts.
[/li][li]You know that Lupus Garou favor sending their Cubs to Wolfhome for Rites of Passage.
Umbra Lore 2 - What a novice Umbra Traveler should know
Player Characters need to at least have Enigmas Ability to achieve this level of Lore
[/li][li]You are familiar with the concepts of Moon Paths, Moon Bridges, Spirit Tracks, and Spirit Gates.
[/li][li]You know a few secrets when it comes to Reaching, such as using the reflection of another's eyes.
[/li][li]You know many varieties of Domains and what the difference between each type might be.
[/li][li]You know that Shape Changers do not need to eat or drink within the Umbra as long as they have sufficient Gnosis.
[/li][li]You are able to glean simple truths from others by looking at their Umbral appearance.
[/li][li]You know what Umbral Winds are and just how dangerous they can be.
[/li][li]You have heard several tales of the different ¡§paths¡¨ within the Abyss
[/li][li]You have heard of the Arcadian Gateway.
[/li][li]You have heard that the Atrocity Realm is considered by many to be a Gaian Hell.
[/li][li]You have heard that many Galliards go to the Battleground to witness the tales of glorious battles long past.
[/li][li]You have heard of the Cyber Realm.
[/li][li]You have heard of the Flux Realm, and know that no two visitors tell similar tales of trips within.
[/li][li]You have heard of the Legendary Realms, and know it is well-known to Silver Fangs who send their cubs within for their Rites of Passage.
[/li][li]You have heard many horror stories about the Scar and what is commonly seen within.
Umbra Lore 3 - What an adept Umbral Traveler will know
Player Characters need to at least have Enigmas Ability x 2 & the Spirit Lore Ability to achieve this level of Lore
[/li][li]You know some secret uses for a few Gifts, and how they might interact within various aspects of the Umbra.
[/li][li]You know several Laws to a few of the Realms.
[/li][li]You know the Legends call the Summer Country a Gaian paradise, and that it is slowly losing its connection with the Penumbra.
[/li][li]You know of the Tribal Homelands and how they might be found.
[/li][li]You know the dangers of an Umbraquake and how they might occur.
[/li][li]You know of the danger of Mirror Zones.
[/li][li]You have heard of the Null Zone.
[/li][li]You know of the Dream, the largest of the sub-realms, and just how easy it is to slip into the realm.
[/li][li]You know the secrets of Erebus, and the Abyss, and why so many Garou die trying to achieve quests within.
[/li][li]You are familiar of the safest times to travel Moon Paths, and what dangers might be found during other times.
[/li][li]You know why the Atrocity Realm usually inflicts Harano upon its few visitors.
[/li][li]You have heard several tales of Arcadia and know what kind of dangers you might find upon your way.
[/li][li]You know the dangers and benefits of the Legendary Realms.
[/li][li]You know that the Aetherial Realm is divided into various sub-domains, one corresponding to each celestial body represented by the Gaian calendar.
[/li][li]You know of the Rite of Becoming, and you have heard tales of the Rite of the Silver Forge.
Umbra Lore 4 - What an expert Umbral Traveler should know
Player Characters need to at least have Enigmas Ability x 3 & the Spirit Lore Ability x 3 to achieve this level of Lore
[/li][li]You know many Laws to most of the Realms.
[/li][li]You can attempt to follow Spirit Tracks without the aid of Gifts, with difficulty.
[/li][li]You know how to enter the Periphery, and why a Garou might desire to do so.
[/li][li]You know that Moon Bridges are the most reliable form of Umbral travel, and why.
[/li][li]You know that Moon Paths can be found to most any location desired.
[/li][li]You are aware of what might occur should one step off a Moon Path.
[/li][li]You know that nothing is static within the Umbra, and that it can be affected by the physical Realm.
[/li][li]You have legends of the Flux Realm, and why so many travel within, as well as why they hardly ever return.
[/li][li]You know that some of the other Changing Breeds have a stronger connection to the Umbra than the Garou.
[/li][li]You know what a Moon Shadow is and how to avoid them.
Umbra Lore 5 - What an master Umbral Traveler will know
Player Characters need to at least have Enigmas Ability x4, the Spirit Lore x3 & the Rite of Becoming to achieve this level of Lore
[/li][li]You know most of the Laws to each of the 13 Near Realms.
[/li][li]You might well know the secret of the Aetherial Realm.
[/li][li]You know what it takes to enter Summer Country.
[/li][li]You know the One Law of the Flux Realm.
[/li][li]You know that some of the other Changing Breeds can alter the very way they interact with the Umbra.
[/li][li]You might have friends among the Corax and Nuwisha that other Garou are not aware of.
[/li][li]You know of the "function" of the Null Zone and have heard tales to it being the boundary of everything.
[/li][li]You know that the Physical Realm can be altered by making changes within the Umbra.
[/li][/ul]
PCs are allotted starting Lores based on their Rank. Additional Lores can be bought at character creation. All Lores AFTER creation must be taught by a PC or an NPC Mentor (3pt Background Minimum). Lores cost 3xp per dot.
- Cub start out with 1 dot in Garou and Tribal Lore to show their first learning
- Cliath start out with 2 dots in both Garou and Tribal Lore and 1 additional dot of their choosing.
- Fostern start out with 2 dots in both Garou and Tribal Lore and 2 additional dots of their choosing.
- Adren start out with 2 dots in both Garou and Tribal Lore and 3 additional dots of their choosing.
[li]You know that there are ethereal beings that live in the Umbra and Astral realms which are known as spirits.
[/li][li]You know that spirits each exemplify and embody some sort of concept or function (such as emotions, elements, physical locations, thoughts or abstracts), and that they will always act in accordance with the principle they signify.
[/li][li]You know that spirits usually do not speak in a human tongue. You further know that even if this is circumvented, that spirits tend not to think in human terms, and that as a result they can sometimes be excruciatingly difficult conversationalists.
[/li][li]You know that spirits possess a wide array of powers which they may employ both upon the astral, Umbra and/or material planes. You have heard of spirits possessing people, causing damage or decay to structures, taking control of their element (ex: a water elemental changing the behavior of the tides briefly), physically attacking the living, and occasionally manifesting a material form and walking the earth.
[/li][li]You know that spirits can be either bartered with or compelled by force to carry out favors for a knowledgeable shaman or magician. You know about chiminage: a certain bargain, gift or behavior that spirits ask of their supplicants. You know that spirits forced into servitude rarely react well in the long run.
[/li][li]You know that spirits often have taboos which they cannot act against (ex: spirits of peace cannot commit violence).
Spirit Lore 2
[/li][li]You know the difference between spirits and wraiths
[/li][li]You can generally divide spirits into two separate camps: those more abstract ones that tend to stand for ideas, concepts and theological personae (thought of as demons, angels, gods, or platonic forms) and those who stand for primal analogs to natural phenomena, animals, elements, and material objects (thought of as elementals, nature or totems).
[/li][li]You know that spirits are comprised of, powered by, and feed off of a metaphysical material known as "essence", and that spirits (depending on their strength, affinity and temperament) can gain "essence" in a variety of ways, including immersing themselves in principle they represent, receiving a physical offering, going into a dormant sleep-like state (occasionally called "slumber"), or consuming another spirit.
[/li][li]You know the appropriate chiminage and offerings for a few spirits within your field of specialty.
[/li][li]You know that spirits can be physically harmed, banished or even destroyed (in rare cases) if they are fought on their own plane of existence, or if they have intruded on the material realm in physical form.
[/li][li]You have heard that spirits may occasionally possess people for long periods of time, and that such people become physically and mentally changed by the experience. You hear such cases are rare though, and that spiritual possession generally only lasts for a day at most.
[/li][li]You know that spirits have some sort of complex ranking or hierarchy amongst themselves, although you're at a loss as to how to understand it.
[/li][li]You know that all spirits possess True Names, and that any who possess the True Name of a spirit may summon, bind and exert control over it.
[/li][li]You know that spirits universally must follow their taboos, lest they fall into involuntary slumber.
Spirit Lore 3
[/li][li]You know that spirits of abstract and platonic concepts inhabit a plane of "thought" (the Astral Plane) whereas primal spirits of natural things inhabit a separate plane of "being" (The Middle Umbra) and that they differ much in behavior. You know that astral spirits respond better to highly structured hermetic summoning, rituals and invocations, whereas Umbral spirits respond better to spontaneous offerings, dances, sacrifices and chants.
[/li][li]You know that new spirits come into existence each time a new thought, idea, or thing is birthed, shaped from the endless substance of their umbra. You know that there are an infinite number of spirits.
[/li][li]You know the appropriate chiminage and offerings for a several spirits within your field of specialty
[/li][li]You have heard that spiritual possession of persons and even objects can cause the host to bend toward the affinity of the spirit in strange and varied ways. (People possessed by fire spirits may seem full of energy and have an abnormal body temperature. People possessed by peace spirits may lose their ability to feel rage.)
[/li][li]You know that sometimes the effects of long term possession can even cause the human body to reshape itself in seemingly alien ways over time.
[/li][li]You know that the mightiest of spirits are referred to as the Aeons (or occasionally Incarnae), and that these roughly equate to Gods or Goddesses and tend to represent far reaching universal concepts such as the Sun, the Sky, Love, War etc.... You further know that they are served by a series of minions and courtiers who take on the duties pertaining to specific aspects of the Aeons.
[/li][li]You know that spirits technically possess little in the way of free will, although they can seem to have very complex personalities which would make them seem to. As such, there is no such thing as an "evil" spirit.
[/li][li]You know that spirits will almost universally partake of whatever desired offering a supplicant gives them until they are cut off from it, and that if left to it's own devices a spirit will not stop partaking.
[/li][li]You can imagine why this fact might be particularly useful to remember when it comes to such things as blood offerings.
Spirit Lore 4
[/li][li]You have heard legends stating that the first spirits were angels who refused to take sides in the War of Heaven, and that for their indifference they were stripped of the ability to make any sort of decision and set forever to their tasks.
[/li][li]You know that intrinsically demons and angels fall under a similar loose classification as spirits, and that some spirits attempt to masquerade as them. You have a pretty good understanding of whether or not you're dealing with something impersonating an angelic/demonic entity, or if you've had the misfortune to stumble on the real deal.
[/li][li]You know the appropriate chiminage and offerings for a most spirits within your field of specialty, and the True Names of a handful of useful entities.
[/li][li]You have heard rumors that mortal (and occasionally immortal wanderers within the realms of the spirits can lose their way and become spirits themselves.
[/li][li]You know that those men or animals possessed by spirits for a long time can fall into roughly three categories: Those who are possessed by spirits relating to entropy or decay (called Fomors or Fomori); those who are possessed by spirits of stasis (called Drones) or those possessed by spirits of dynamism and chaos (called Gorgons). You know that each broad group has a tendency to develop features similar to others of it's class (Drones, for example, have an increased tendency to cease aging), but that ultimately each possessed creature is still ultimately as unique as the spirit that hold it.
[/li][li]You know that roughly below Aeons are Preceptors (occasionally called Jagglings amongst the non-Astral courts) who serve specific aspects of their Aeon.(ex: The Aeon of the Moon might have a Praeceptor of the Waning Moon, or the Moon as it relates to the tides), that below them are the Minions (sometimes called Servitors or just re-classed as "lesser Jagglings") who in turn serve the Praeceptors, and that lastly are the Minor Umbrood (Gafflings) who are animal-like, only vaguely self-aware and usually lead very short life cycles in the spirit realms. You still have no clue as to how a spirit might move from one rank to another - or if they even can.
Spirit Lore 5
[/li][li]You know that a spirit can grow more powerful by devouring another spirit, and that this is how Minions become Praeceptors, Minor Umbrood become Minions, etc...
[/li][li]You know that the Aeons existed before all other spirits, and that they have never been usurped in their station. You get the impression that they existed before all things.
[/li][li]You know the appropriate chiminage and offerings for all spirits within your field of specialty, and the True Names of several useful entities.
[/li][li]You know that any living creature that wanders too long and too far into the Umbra or Astral realms (such as might be done using high levels of Auspex, will eventually suffer disconnection from their body and that they will become a spirit in their own right, usually embodying some aspect of their human personality. You know that such spirits are rare, and that they often prove extremely volatile.
[/li][li]You know that a possessed being after several years has little remnant of the host left, and that many possessed creatures have been known to die once the spirit wears through the body
Ghost Lore 1
[/li][li]They haunt a house because they want to be reunited with their love. These haunting are often accompanied by poltergeist phenomena.
[/li][li]Some say Restless ghosts are at war among themselves, for various reasons.
[/li][li]Information from newer movies (The Haunting, Ghost Ship, Lost Voyage.)
[/li][li]A lot of false rumors, myths and folklore mixed in (basically, a lot of false or inaccurate information).
[/li][li]They are everywhere!! Watching and waiting
Ghost Lore 2
[/li][li]Rapping’s one of the earliest means of spirit communication. Rapping does include thumping, knocking, tapping or bumping.
[/li][li]Reports of poltergeist disturbances cite loud noises, lights, smells, physical and sexual assault, and telephones ringing. Poltergeist activity stops as sudden as it starts.
[/li][li]It may last anywhere from a few hours to a few years. Activity usually takes place when a particular individual is present.
[/li][li]Believes any ghost will possess any power they have ever seen exhibited.
[/li][li]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 3
[/li][li]You cannot hear a ghost of the undead that does not wish to be heard
[/li][li]Invisibles are ghosts that play with children that only the child can see.
[/li][li]Some people believe these ghosts are only a figment of the child's imagination.
Ghost Lore 4
[/li][li]Zombies exist. They are ghosts who have re-animated their corpses to rule the world.
[/li][li]The center of a Haunted house is called the Heart which is learned from poltergeist the movie from the 80’s
[/li][li]Apparitions can appear and disappear very suddenly. They can move through walls, cast shadows and their reflection can be seen in a mirror.
[/li][li]They may appear real or sometimes may appear fuzzy or transparent.
[/li][li]Ghosts can possess people, animals, and machines
Ghost Lore 5
[/li][li]You know that ghosts are also called Wraiths
[/li][li]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.
[/li][li]They normally have a personal connection between a thing and to the person they haunt.
[/li][li]Ghosts are not something that should be taken lightly, if ignored to long they can find a way to be heard, or felt.
[/li][li]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.
Umbra Lore 1 - What a well-learned Theurge should know
The Umbra is divided into several distinct "layers": the Periphery, the Penumbra, The Near Umbra, and the Dark Umbra.
[/li][li]The Penumbra is filled with Domains, small areas that correspond to both the physical Realm and the Near Umbra.
[/li][li]You are able to name several varieties of Domains.
[/li][li]You know where the Gauntlet is strong and where it is weak.
[/li][li]You are aware of the dangers of Disconnection.
[/li][li]You know that night time hours are the safest to traverse the Umbrascape.
[/li][li]You have heard of Malfeas and know it is a realm of the Wyrm.
[/li][li]You have heard Elders speak of Erebus as a purgatory like realm for Garou.
[/li][li]You have heard of Pangaea and know that many consider it to be a primal paradise of sorts.
[/li][li]You know that Lupus Garou favor sending their Cubs to Wolfhome for Rites of Passage.
Umbra Lore 2 - What a novice Umbra Traveler should know
Player Characters need to at least have Enigmas Ability to achieve this level of Lore
[/li][li]You are familiar with the concepts of Moon Paths, Moon Bridges, Spirit Tracks, and Spirit Gates.
[/li][li]You know a few secrets when it comes to Reaching, such as using the reflection of another's eyes.
[/li][li]You know many varieties of Domains and what the difference between each type might be.
[/li][li]You know that Shape Changers do not need to eat or drink within the Umbra as long as they have sufficient Gnosis.
[/li][li]You are able to glean simple truths from others by looking at their Umbral appearance.
[/li][li]You know what Umbral Winds are and just how dangerous they can be.
[/li][li]You have heard several tales of the different ¡§paths¡¨ within the Abyss
[/li][li]You have heard of the Arcadian Gateway.
[/li][li]You have heard that the Atrocity Realm is considered by many to be a Gaian Hell.
[/li][li]You have heard that many Galliards go to the Battleground to witness the tales of glorious battles long past.
[/li][li]You have heard of the Cyber Realm.
[/li][li]You have heard of the Flux Realm, and know that no two visitors tell similar tales of trips within.
[/li][li]You have heard of the Legendary Realms, and know it is well-known to Silver Fangs who send their cubs within for their Rites of Passage.
[/li][li]You have heard many horror stories about the Scar and what is commonly seen within.
Umbra Lore 3 - What an adept Umbral Traveler will know
Player Characters need to at least have Enigmas Ability x 2 & the Spirit Lore Ability to achieve this level of Lore
[/li][li]You know some secret uses for a few Gifts, and how they might interact within various aspects of the Umbra.
[/li][li]You know several Laws to a few of the Realms.
[/li][li]You know the Legends call the Summer Country a Gaian paradise, and that it is slowly losing its connection with the Penumbra.
[/li][li]You know of the Tribal Homelands and how they might be found.
[/li][li]You know the dangers of an Umbraquake and how they might occur.
[/li][li]You know of the danger of Mirror Zones.
[/li][li]You have heard of the Null Zone.
[/li][li]You know of the Dream, the largest of the sub-realms, and just how easy it is to slip into the realm.
[/li][li]You know the secrets of Erebus, and the Abyss, and why so many Garou die trying to achieve quests within.
[/li][li]You are familiar of the safest times to travel Moon Paths, and what dangers might be found during other times.
[/li][li]You know why the Atrocity Realm usually inflicts Harano upon its few visitors.
[/li][li]You have heard several tales of Arcadia and know what kind of dangers you might find upon your way.
[/li][li]You know the dangers and benefits of the Legendary Realms.
[/li][li]You know that the Aetherial Realm is divided into various sub-domains, one corresponding to each celestial body represented by the Gaian calendar.
[/li][li]You know of the Rite of Becoming, and you have heard tales of the Rite of the Silver Forge.
Umbra Lore 4 - What an expert Umbral Traveler should know
Player Characters need to at least have Enigmas Ability x 3 & the Spirit Lore Ability x 3 to achieve this level of Lore
[/li][li]You know many Laws to most of the Realms.
[/li][li]You can attempt to follow Spirit Tracks without the aid of Gifts, with difficulty.
[/li][li]You know how to enter the Periphery, and why a Garou might desire to do so.
[/li][li]You know that Moon Bridges are the most reliable form of Umbral travel, and why.
[/li][li]You know that Moon Paths can be found to most any location desired.
[/li][li]You are aware of what might occur should one step off a Moon Path.
[/li][li]You know that nothing is static within the Umbra, and that it can be affected by the physical Realm.
[/li][li]You have legends of the Flux Realm, and why so many travel within, as well as why they hardly ever return.
[/li][li]You know that some of the other Changing Breeds have a stronger connection to the Umbra than the Garou.
[/li][li]You know what a Moon Shadow is and how to avoid them.
Umbra Lore 5 - What an master Umbral Traveler will know
Player Characters need to at least have Enigmas Ability x4, the Spirit Lore x3 & the Rite of Becoming to achieve this level of Lore
[/li][li]You know most of the Laws to each of the 13 Near Realms.
[/li][li]You might well know the secret of the Aetherial Realm.
[/li][li]You know what it takes to enter Summer Country.
[/li][li]You know the One Law of the Flux Realm.
[/li][li]You know that some of the other Changing Breeds can alter the very way they interact with the Umbra.
[/li][li]You might have friends among the Corax and Nuwisha that other Garou are not aware of.
[/li][li]You know of the "function" of the Null Zone and have heard tales to it being the boundary of everything.
[/li][li]You know that the Physical Realm can be altered by making changes within the Umbra.
[/li][/ul]