Norrathians: Knowledge Domains: Difference between revisions
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* Religion (factions, deities, mythic history, temples, religious symbols) | * Religion (factions, deities, mythic history, temples, religious symbols) | ||
* Warcraft (tactics, leaders, strategy, siegecraft, cultural histories of warfare) | * Warcraft (tactics, leaders, strategy, siegecraft, cultural histories of warfare) | ||
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[[EQrpg: Norrathians]] |
Revision as of 02:51, 25 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 (giants, goblins, ogres, orcs)
- Unnatural (aberration, 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)
Back to the Skills page