Common Lores


Religion (general)

Close association with one particular church generally puts you one lore level up on issues about that specific church, but not for Amaryllis religion in general.


1: What a layman would know.

You can name all the good gods of Amaryllis, and probably all of the others, and know the general stereotypes of each church. You may have met a cleric or two, and possibly attended one church to know a bit more about it.


2: What a religious person would know.

You know the general philosophies and organizations of each church, and how to find a certain church in a given city. You know that Nellix's followers are called the Church of Christ, and have a good working knowledge of how to obtain help from clerics. You've heard the legend of the Warriors of Hope.


3: What the devout or clerics would know.

You know most of the specific philosophies of each church, and how they are laid out. You know how to contact high ranking clergymen properly, and probably hold some level of respect in a church yourself. You have a good grasp on what divine magic can do, at least at low to mid levels. You've heard more than one version of the Warriors of Hope story, and are fairly confident about religious philosophy in general.


4: What an experienced theologian would know.

You are intimately familiar with all the philosophies of each church and deity, including the evil gods. You know the organizations of each up to a high level, and know several of the leaders of each. You know how to contact an Avatar... and live. You know most of the true stories of the Warriors of Hope, including a few of the more obscure issues, like that Nellix is the son of Gaea. You understand the actual philosophy of the Church of Christ, albeit not in detail unless you're a member. You know what divine magic can do in detail, up to some 9th level spells.


5: What the leaders of a worldwide church would know.

This level of lore is unlikely to be obtained by PCs. Those who have it are familiar with all the major players of the churches and the Avatars, and know how to contact their deity - and probably have. They know most of the truth(s) behind the Church of Christ, and have heard of the Pillars and the Aegis. They know the true Warriors of Hope story in detail, including a mention of the Book of Time, and probably have some suspicions of their own about what these things are. They have a general idea of what each deity can personally accomplish, in combat or otherwise.



Nobility and Royalty (general)

As with religion, association with a particular nation or high-class group gets you one level up on that nation/group.


1: What a commoner would know.

You know the name of your nation's leader, and maybe a couple of others. You have a general idea to be polite around the upper class.


2: What a workingman would know.

You know the names of most or all of the prominent world leaders, and, hazily, their political philosophies. You know generally how to behave around people of the upper class, or at formal events.


3: What a socialite would know.

You know of all the major leaders' personalities and philosophies, and many of the nobility, especially in your area - and many of them know you as well. You know the rules of etiquette in detail, and can host a large formal event without trouble. A few nobles may owe you favors.


4: What a major social figure would know.

You can sort out stories about nearly everyone of importance, separating truths from gossip easily. You are almost certainly a noble or someone of high social standing yourself, and are very well versed in living the high life. Other nobility may come to you for advice, or favors.


5: What a national political advisor would know.

PCs are unlikely to achieve this level of lore. Those who have it are able to greet nearly any newsworthy persona by name and know several important details about them. They know how to command mass social influence and can recognize the use of such influence by others with ease. They can track a rumor down to its source, or start one themselves. They are almost certainly associated with a national ruler or major worldwide figure... if they're not one themselves.



Geography (general)


1: What a commoner would know.

You know... most of the nations and the general geography of Amaryllis. You probably know how to get to your capitol city, and some of the landmarks around your own nation. Probably.


2: What an educated person would know.

You can draw a rough map of Amaryllis, complete with capitols, landmarks, and some major cities, and know the names and general stereotypes of each nation and its people. You know how to travel fairly well.


3: What a 'frequent flyer' would know.

You can draw a detailed map of the world, and of most countries. You know what cities are best to go to for certain activities or goods, and you've probably seen many of the major world landmarks for yourself. You know world geography well, and can travel overland without much trouble.


4: What a scholar would know.

You know the outlooks and populations of most small regions of Amaryllis, and are almost certainly an adept traveler or scholar. You can identify someone's home area by their speech and mannerisms, and have a pretty good grasp of world politics and movers and shakers (this overlaps with Nobility and Royalty 3). You can use your knowledge of the world to disguise yourself as being from a particular region, or a certain type of person or race. You know about many odd geographical features, and may have investigated one or two in detail.


5: What a lifelong scholar would know.

PCs are unlikely to achieve this level of lore; in fact, fewer people probably have this than almost any other lore. Those who have it know everything from level 4, but have tied this in with history and know how the world was reshaped after the Fall of Karnage, and what it looked like before. They know the true stories behind most of the 'legendary' places of the world, and have an inkling - or more - of what the Crater and the Sithicus Ruins really are.


Technology (specific)

This lore is mainly geared towards Whittyre's particular advanced technologies. It goes without saying that non-Whittyre PCs will probably never get above Technology 2, if that.


1: What an outsider knows.

You know how to operate most simple technological devices, and may be able to use a computer for a few simple tasks. You need help programming a VCR. Foreigners who live in Whittyre for a month or two generally have this; most Whittyrians have more.


2: What your average Whittyrian knows.

You've probably grown up with or spent a good deal of time around technology. You know some terminology, and the basic concepts behind computers, guns, and similar devices. You can use a computer for many things, and figure out devices you haven't seen before without much trouble.


3: What an adept knows.

You understand most of the concepts behind computers and technology, and can repair and troubleshoot computers and most Whittyre tech, with some difficulty. You can create simple computer programs, and hack into the works of those with Technology 3 or less.


4: What a researcher knows.

You can wrap your brain around trinary computing, and have a feel for almost all Whittyrian technology. You can create new computer programs with ease and bypass some security clearances.


5: What the master techs know.

Understand? Pfft. You BUILT the dang systems, and you can play around with em at will. Probably responsible for the inventions of one or more devices, and is able to come up with more.


Magic (general)

This is the lore of magic itself. It can function in Spellcraft checks on occasion. If you possess only one type of magic yourself (divine or arcane) you are usually down one level of lore on the other type, unless you've studied it closely.


1: What an apprentice knows.

Magic exists, and is separated into two main kinds. Older and more powerful spellcasters can use more and more powerful spells. Divine magic usually heals, arcane can do lots of things. You know what most of the common 0th and 1st level spells can do.


2: What a spellcaster knows.

You understand the differences between various types of spellcasters and what they can do (think general PHB overview, sorcs can cast more in a day, wizards have to prepare spells, druid spells relate to nature). You know the capabilities of spells up to 3rd level or so, and a few specific spells above that. You can use this Lore to automatically make Spellcraft checks with a DC of 5 or less.


3: What an experienced caster knows.

You know what almost all spells up to 6th level can do, and have probably seen or heard of several higher level spells. You know a lot about the foundations of magic, and can create new spells by yourself, given time. You can use this Lore to automatically make Spellcraft checks with a DC of 10 or less, and you get a +2 synergy bonus on other Spellcraft checks. You've heard of some of the world's famous spellcasters.


4: What a master knows.

You know the capabilities of all common spells, up to and including 9th levels. You can tell at a glance whether an effect is magical or not (in many cases. This is not a substitute for Detect Magic.) You can and probably do create new spells in your spare time. You know many powerful mages, probably even some members of the Whittyre council (if you don't live there yourself) and they probably know of you. You can automatically succeed on Spellcraft checks of DC 15 or less, and are able to train a non-spellcaster (including yourself, if you weren't a caster already) to wield magical energy and take spellcasting levels. Your knowledge is probably solicited by libraries and groups.


5: What an archmage knows.

This is one of the few level 5 lores that a PC might reasonably obtain, in time. If you have this level of lore, you can effectively Detect Magic at will without using the spell, and automatically succeed on Spellcraft checks DC 20 or less. You know of almost everyone with Magic Lore 4 or 5 (if you've lived long enough to), and know many custom spells other people have created, in addition to your own. If you are a spontaneous spellcaster, you can trade out one spell you know per month for another spell of the same level - most sorcerer with this much magical knowledge have retrained themselves into almost totally custom spell lists. You know what some epic spells and divine powers can accomplish. You also have some knowledge of the true origins of magic in Amaryllis, and have most likely spoken to Nellix about magic once or twice.


Occult (general)


Occult 1: What the unenlightened know.

You know that the gods actually exist, and powerful mages can do weird things. You've heard some stories about demons and angels and creatures of magic, other than the ordinary races around you, but you're not sure you believe them. You're more inclined to shake off odd things as tricks of your mind than as visions or anything. You know people go to heaven or hell, mostly heaven, when they die.


Occult 2: What an experienced person knows.

You know that demons, angels, and undead exist, although they are animated by the powers of the gods. You've heard that certain places have magical powers within them. You can recognize a major vision as being a vision, not a dream. You have probably seen and interacted with a couple of supernatual creatures, and know of several more. You know that dead people go to Heaven, except for those who choose not to. You're not sure what happens to those, but you're suspicious of the common legends about "hell".


Occult 3: What an enlightened person knows.

You know the names and how to contact a few of the rare cults that spring up from time to time. You generally believe, or think you believe, that Amaryllis itself is a highly magical place, and most things people spread rumors about actually exist - or used to. Depending on your level of Religion Lore, you may connect some of the cults and places to the evil deities, or to old religious legends. You can generally tell fact from fiction in most of the common rumors of occult matters (this reclusive hermit is a peaceful vampire, this nobleman's daughter keeps bleeding and can’t be cured by clerics, etc) You are aware that psionics exist, and that there are certain special rituals one can do that are outside the bounds of arcane and divine magic. However, you know very little of what these rituals and psionics can do. You have heard that the type of magic practiced in Whittyre is different than other places; if you have been there you may know a bit more about it. You know that the people who choose not to go to heaven are reincarnated with most of their memories erased. You have heard of two beings who help guide people with their choice.


Occult 4: What a devoted scholar would know.

You know all the major cults, and most of the minor ones. You can point out which ones have been renamed, and what deities or ideas most of them serve. You know many true stories of Amaryllis before the Fall of Karnage. You can recognize most famous occult figures on sight, or by their trademarks, and may be one yourself. You are aware of the existence of the HUNTERS. You know that Whittyre practices Thaumaturgy, and that it is based in mathematics and physics and not true inborn or awakened magical power. You know exactly how rare psionics are, and what many low level psionic powers can do. You know of some of the most powerful occult beings, such as nightshades; in addition, you know the truth about dragons. You know what several of the rituals mentioned in Occult 3 can do, and you think you know enough to attempt to conduct one. You don't. You know that there are several different 'worlds' in the afterlife, but only a couple of them are inhabited by the souls of the dead. You know that Philemon and Nyarlathotep are the good and evil beings, respectively, who guide souls in the afterlife, and you know that they sometimes send souls back intact - though maybe not in their original bodies.


Occult 5: What the Avatars know.

PCs are unlikely to achieve this level of lore, although it is possible. You know all of the cults and many of their members, and have a detailed knowledge of what each of them stands for and does. You know the entirety of the true story of the Warriors of Hope, including what the Book of Time was, and are beginning to develop your own suspicions about several prominent omissions in the story. You know what all but the most powerful psychic powers can do, and you can attempt to awaken psionic powers in yourself or others, though you may not succeed. You know the whole truth about dragons. You know the structure of the afterlife in detail, and who Nyarlathotep and Philemon truly are. You know about the Pillars, and maybe what one or two of them are. You have heard of the Aegis, but do not know what it is unless you have the appropriate Religion lore. You have a pretty good idea of what is in the Crater, and what the Sithicus Ruins are. You know what several of the rituals mentioned in previous Occult levels can do, and know what happens to people who perform them. You think you know enough to conduct one or more. Contact the DM.