Knowledge
There are 14 categories of knowledge outside of skills and 3 levels of knowledge within those categories.
Categories:
Architecture:
A character’s knowledge of buildings and other structures. Engineers and siege weapons rely heavily on this.
Crime:
Crime is the knowledge of illegal goods, trade, and dealings. This includes where to find people, who to ask, and what organizations are operating in an area.
Dungeon Knowledge:
Knowledge of dungeons includes things such as, what traps are common for dwarven ruins, how an echo might sound in a cave, what creatures dug certain tunnels, and so on.
General History:
General history is the history of large areas, such as wars, kingdoms, and major events. However the details are broad and the depth minimal unless the character is an expert.
General Magic:
This is the character’s knowledge of magic as a concept. It’s rules, properties, common anomalies, blight, and aether among other things.
General Religion:
This is your knowledge of other religions. A character’s knowledge of their personal religion is dictated by their devotion.
Local History:
History of the local area, such as noble lineage, folklore, major faiths, areas of interest, and major events of the area.
Magical Creatures:
Knowledge of magical creatures, how to tell a cockatrice from a phoenix and many other important things. Experts will easily identify a creature and can provide any documented abilities the creature has.
Magical Items:
Knowledge of artifacts, obelisks, and other enchanted items. This allows a character to identify and understand unknown objects with a magical nature.
Myths and Legends:
Knowledge of stories written across history. These are the heroes, villains, and lessons that form a culture, granting insight into the motivations and ideals of different groups.
Nature:
Nature is the character’s knowledge of forests, deserts, oceans, and the animals that live within. Nearly all druids are experts in this category.
Politics:
Politics is the character’s knowledge of major factions within a city, knowledge of the nobility, which factions the ruling party favors, etc. Laws are included in this category, but only require basic knowledge to be known.
Shipwright:
Skills and knowledge in the craft of shipbuilding. This is a must for any sailor or dockhand.
The Realms:
A character’s knowledge of the realms outside of Tarrem. Scholars spend entire lives researching the other realms, so an expert in this category is likely to know where to find other experts for more information.
Knowledge Levels:
Unaffiliated:
Basic knowledge that nearly anyone should know, but that someone may not have encountered yet. This may include common folk tales, laws, animal names, plant names, city names, holy symbols of an ancient, major wars, etc.
Knowledgeable:
A knowledgeable character knows some about a topic and can easily learn more, however the finer details and much esoterica is unknown to them. This may include extended versions of folk tales, rare animal names, common animal behavior, city districts, local factions, common plant or herb properties, recent or local wars, common magics of a region, common rules of a faith, etc.
Expert:
An expert character knows nearly everything about a topic, and where to find anything they don’t know. They are truly masters of the subject. This may include the behavior of rare animals, criminal factions, identifying ore or rock types, major scholars of the area, ancient wars, personal rites of a faith or identifying characteristics of followers, etc.