Difference between revisions of "Norrathians: Knowledge Domains"

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** Humanoids (humanoid, monstrous humanoid)
 
** Humanoids (humanoid, monstrous humanoid)
 
** Natural (fey, beast, magical beast)
 
** Natural (fey, beast, magical beast)
** Rallosian (giants, goblins, ogres, orcs)
+
** Rallosian (giant, goblin, ogre, orc)
** Unnatural (aberration, ooze, outsider)
+
** Unnatural (aberration, elemental, ooze, outsider)
 
** Undead (undead)
 
** Undead (undead)
 
* Nature (animals, plants, seasons and cycles, weather, vermin)  
 
* Nature (animals, plants, seasons and cycles, weather, vermin)  

Latest revision as of 15:19, 29 January 2006

The typical fields of study are as follows:

  • Arcana (ancient mysteries, magic traditions, arcane symbols, cryptic phrases)
  • Construction (architecture, engineering, dams, buildings, aqueducts, bridges, fortifications)
  • Geography (lands, terrain, climate, people)
  • History (factions, cultural lore, royalty, wars, colonies, migrations, lineages, heraldry, founding of cities)
  • Local (factions, legends, personalities, inhabitants, laws, customs, traditions, gangs)
  • Monster Lore (habits, habitat, strengths, weaknesses, vulnerabilities)
    • Dragon (dragon)
    • Humanoids (humanoid, monstrous humanoid)
    • Natural (fey, beast, magical beast)
    • Rallosian (giant, goblin, ogre, orc)
    • Unnatural (aberration, elemental, ooze, outsider)
    • Undead (undead)
  • Nature (animals, plants, seasons and cycles, weather, vermin)
  • Planes (magic related to the planes, various planes, planar inhabitants, planar travel)
  • Religion (factions, deities, mythic history, temples, religious symbols)
  • Warcraft (tactics, leaders, strategy, siegecraft, cultural histories of warfare)

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EQrpg: Norrathians