When acquiring a Terrain Lore a character selects a type of terrain to be studied in. A character may have multiple terrain lores each in a different terrain, chosen from the list below. The specific entry in the Atlas for a given region will list the predominant terrain types of that region.
- City: populous man-made landscapes including large villages, cities and permanent encampments.
- Desert: flat desolate areas including wastelands, large ruined tracts such as the Battlewaite and conventional deserts.
- Flatland: flat landscapes including plains, grasslands, scrublands, low hills and farmlands.
- Ice: frozen landscaped including glaciers, ice flows, frozen steppes and snow plains.
- Jungle: tropical heavy growth landscapes including rain forests and dense and light jungle.
- Mountain: including mountains, highlands, hills and rough upland terrain.
- River: fresh water terrain including lakes streams rapids and waterfalls.
- Sea: any body of sea including beaches and coastal terrain as well as open ocean.
- Shadow: any part of the shadow world, this knowledge is exceptionally rare as even the native dreamspawn don't posses a terrain lore in their homelands, but some individuals have become familiar with the workings of this shifting world.
- Sky: the study of weather, celestial bodies, and other the sun and moons, especially useful for diviners and navigators.
- Swamp: areas of waterlogged land including marshland, river deltas and floodplains and bogs.
- Wood: any non-tropical wooded area including heavy and light growth forests, wooded vales and conventional forests.
Key Statistic: Knowledge
Tech Level: 0
Unskilled
Action
any actions that can be attempted without the skill
Advantage:
Beginner (1-2)
Survival
the primary action the skill is required for
Advantage:
Orienteering
the primary action the skill is required for
Advantage:
Professional (3-5)
Action
an additional, more complex action now available
Advantage:
Expert (6-7)
Action
an even more complex, often exciting or niched action or one that improves the quality of the primary action or actions
Advantage:
Master (8-9)
Action
see above, but even more complex, and usually more niche
Advantage:
Perfect (10)
Perfect Action
an impossible, mythic, "magical" power acquired by perfecting the skill
Advantage:
Specialities
A list of common specialities with links to their rules
Skills |
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Acumen | Alchemy | Animal Training | Artistry | Athletics | Awareness | Bargaining | Body Control | Brawn | Conning | Cookery | Deduction | Disguise | Divhi Religion | Divination | Engineering | Farming | Flattery | Gaming | Governance | Healing | Herbalism | Herding | Intimidation | Leadership | Marksmanship | Martial Combat | Material Crafting | Music | Numeracy | Oratory | Performing | Questioning | Region Lore | Region History | Resolve | Riding | Sleight of Hand | Speak Language | Stamina | Stealth | Strategy | Swimming | Teaching | Terrain Survival | Tracking | Trapping | Unarmed Combat | Vehicle Handling | Wit |