Lore represents deep, specialized knowledge in a specific academic, cultural, or esoteric field. Unlike Arcana or Divine Lore, which cover magic and religion, respectively, Lore is a modular skill tied to defined subjects based on a character’s background and training. Every Lore entry must be connected to a chosen area of expertise, such as Lore: History, Lore: Dragons, or Lore: Underworld Factions.
When You Use It:
Lore applies when attempting to recall or interpret knowledge about:
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Historical events, royal lineages, or cultural traditions
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Legends, myths, songs, or oral traditions linked to people or places
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Regional laws, customs, and power structures
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Specific monsters, factions, phenomena, or unusual topics
Stat Used:
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Always Mind, as Lore represents intellectual recall and study.
Mechanical Effects:
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Success:
Reveals useful and accurate knowledge relevant to the subject. -
Critical Success (01):
May uncover hidden, ancient, or suppressed truths—sometimes including unrevealed GM information. -
Failure:
Returns vague, misleading, or outdated information. -
Critical Failure (00):
Creates false certainty, potentially leading to bad decisions.
Customization Requirement:
When selecting Lore, you must choose a specific subject area. Narrower focuses allow deeper insights and more lenient GM rulings. Broad, catch-all categories such as “Lore: Everything” are not permitted. Characters may take multiple Lore specialties as needed.
Examples of Lore Topics:
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Lore: Heraldry and Nobility
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Lore: Elven History
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Lore: Magical Constructs
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Lore: Planar Cosmology
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Lore: Maritime Law
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Lore: Forbidden Cults
Situational Modifiers:
Apply the Difficulty Ladder based on the obscurity and rarity of the information:
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+50%: Common folktales, beginner teachings, recent events
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+40%: Popular legends, standard domain knowledge
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+30%: Historical facts, local nobility, widely known doctrine
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+20%: Ancient events, foreign traditions, mythical creatures
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+10%: Obscure saints, minor noble houses, lesser-known facts
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0%: General domain knowledge
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–10%: Hidden groups, censored materials
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–20%: Forgotten places, lore lost to time
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–30%: Contested myths, encoded records
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–40%: Forbidden histories, sealed tomes
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–50%: Lost pre-cataclysmic truths, divine memories
Untrained Use:
Lore cannot be used untrained. Without formal study, rolls are not permitted. However, at the GM’s discretion, a basic Mind roll or related skill check may substitute for surface-level knowledge. Such attempts reveal only general or obvious information.
Narrative Examples:
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A historian recalls the complex dynastic wars of a fallen kingdom.
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A bard identifies the true origin of a corrupted ballad passed down through ages.
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A priest remembers half-forgotten rites used to bind planar entities.
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A rogue with criminal contacts deciphers the coded tattoos of an underworld faction.
Lore is only useful when tied to subjects that matter in play. Before character creation, GMs should prepare a list of relevant Lore domains that reflect the setting’s cultures, threats, mysteries, and power structures. Players should select from or build specialties that align with this list. Avoid vague or overly niche Lore skills that are unlikely to see use. A clear and thoughtful selection process ensures that every Lore skill taken at the table will contribute meaningfully to the game.
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File Created: 05/01/2025 Last Modified: 05/01/2025