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A Primer to Lore

Lore is a singular ability or knowledge that cannot be expanded on as a tiered skill.
Further Reading: Skills Primer, Magic Primer, Combat Primer, Trades Primer



A common trouble in the game has been deciding whether or not an ability is capable of being viewed as a skill. What is the difference? A skill is something that can be advanced, both upward and outward. A character training in a skill not only gets better at what they are doing, but broadens their skill by strengthening the core of what they know with new knowledge, materials or techniques. Examples of a skill would be trades like glassblowing or metalworking, or combat abilities such as sword or archery, as well as arcana. A lore is a one trick pony and includes academic knowledge or even unique traits that can be expanded upwardly or outwardly, not both, meaning your character may obtain more information, but cannot become more proficient or may become more proficient at the individual ability but does not learn more to expand upon it.

[top]Academia Knowledge

Knowledge picked up in an academia setting, such as history or law, are strictly lore and may not be considered skills that can be leveled. Instead these ought to be treated as stores of knowledge that the character can draw on and reference. They have learned it and may apply it to the world around them, but they cannot do anything with the knowledge except for share it (or keep it).

Additionally, cultural knowledge such as local customs or languages, both written and verbal, may be considered a part of academia knowledge. These cultural knowledges may be learned through academia or through life in a given city. For instance, someone that has lived in Jaedaxia for a time may have picked up the local Charismean language while someone who has spent enough time around Rhagrhnd humans may have picked up their customs.

Threads detailing the character learning or picking up academia or cultural knowledge are not necessary and may be assumed as learned over the course of time.

[top]Racial Abilities

Racial abilities are those a character may start out with from the very beginning of their journey. Unlike trained skills these abilities are intuitive to the character's racial make-up. These racial quirks cannot be trained, but a character may acquire experience points that increase their ability's finesse or accuracy. These abilities include, but are not limited to, Thėlyri sonar, a dracon's call or ability to fly and a Faerie's ability to sense arcana.

Here is a list of racial abilities. This list is not exhaustive.
  • Dracons, Flight
  • Dracons, Call
  • Faeries, Arcana Sensing
  • Thelyri, Sonar
  • Trelorean Elves, Minor Magic
Further Reading: A Primer to Playable Races, A Primer to Companionship Races

[top]Commonly Mistaken Lore

Here is a list of lores that are commonly mistaken as skills. This is not an exhaustive list.
  • Arcanomechanics
  • History
  • Herbalism
  • Languages (Verbal and Written)
  • Law
  • Politics
  • Meditation
  • Persuasion
  • Religion
  • Scribing
  • Seduction
  • Stealth
  • Tracking
  • Wilderness Survival

Created by Nimh, August 3, 2014 at 02:03 PM
Last edited by Nimh, October 16, 2014 at 01:41 PM
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