Knowledge Proficiency Category
The Knowledge Proficiency Category summarizes all the Proficiency Skills which are related to Character Knowledge, both for in-game Roleplay, as well as Progression Report Skills, which may be relevant to some Knowledge Checks. These Skills are fairly broad, for example, Sailing Knowledge covers a wide range of air and sea sailing knowledge as well as navigation, so it is up to the player to specialize the character to apply this knowledge where applicable.
Sailing Knowledge covers the know-how to (either solo or as a captain) know how to sail a ship, airship or desert sailship, but also grants greater knowledge of astronomy, chart reading and navigation all in one. Proficiency points added to this Knowledge Proficiency dictate the effectiveness of sailing techniques, as well as chart reading and course plotting for navigation and exploration.
Hunting Knowledge covers the know-how to hunt or track either animals or people. This includes being able to read tracks of animals and understand them, follow individuals in crowds but also knowing when and where to strike certain animals, knowing their strengths and weaknesses when it comes to being hunted, and how to make and use traps to trap creatures. Points invested in this dictate the efficiency at which a character can track other creatures and people and hunt them down. Note, Hunting Knowledge is not the same as Perception Training, for more info, see Perception Training below.
Underworld Knowledge covers the know-how to understand the underworld of any state, to know who to contact for a smuggling deal, to know who to contact for illegal substances, and to generally understand how the criminal world operates in an area. Points added to this skill allow for greater contacts in the underworld, and more Progression freedom to acquire certain goods and items that are not freely available to the general population.
Statesman Knowledge covers the know-how to rule a realm and to govern a state. This includes but is not limited to legal knowledge, banking, commerce, trade, public speaking, diplomacy and other such treaty management. Points invested in this Proficiency dictate the capacity to perform all of these actions with skill and class and to mingle with high-society and successfully manage an Empire.
Marshal Knowledge covers the know-how to command troops as formations (so not in the front lines) on the battlefield, but also in greater theater movements, combat techniques for formations, strategic skills, tactical skills, and also logistical understanding. Points invested in this Proficiency Skill allow for more advanced marshal leadership during battles and wars and allow for ever greater troop commands and wartime commissions. Note, in the Regalian State Army, only those who went to the State Academy for Officers are allowed to become Generals. Without that formal education, a character can still become a general for nobles and foreign nations and private armies, but not for the Empire itself. Because of the tactical thinking and logical insight, those with Marshal Knowledge skills are often also very good at board games like chess.
Magical Knowledge covers the understanding of all magical things, ranging from magical spells, aberrations and afflictions to planar theories, dimensional understanding and anything and all that has to do with Magic, though not Dragon Knowledge. Similar to Linguistics Knowledge, Magical Knowledge is split into 'categories' that each cost 5 Magical Knowledge points to access. These categories are as follows:
|Category Name||Category Information|
|Arkenism Info||Arkenism Info covers matters surrounding Silven, such as their reproduction, how they are produced, their Muters, and all detailed information found on their wiki page.|
|Sanguinology Info||Sanguinology Info covers matters surrounding Vampirism, such as their Mutations, their Bloodlines, and how they infect and are cured, and all detailed information found on their wiki page.|
|Demonology Info||Demonology Info covers matters surrounding Demonic Possession, such as the Possession types, how they infest and are cured, and all detailed information found on their wiki page.|
|Soullism Info||Soullism Info covers matters surrounding Soul Essence and Undeadism, such as how Soul Essence is used, stored, and collected, as well as details surrounding Undead, including the circumstances of their creation or resurrection, their destruction, and all detailed information found on their wiki page. Soullism also covers Soul Sharding, but only the basic principle of it, in that attachments to a soul can be passed down a lineage. Information on individual Soul Shards such as Aleia are not included, and must be learned of through IC means only.|
|Dimenthism Info||Dimenthism Info covers matters surrounding Void and Exist Essence, such as how Void and Exist Essence is used, its effects on Alorian life and environment, Extradimensional Theory, as well as knowledge of which races may or may not use magic.|
|Racialism Info||Racialism Info covers matters surrounding Magical racial abilities, such as Kathar Bone Singing, Sihndar Taint Archons, Avanthar Imprinting, Slizzar abilities, Altalar Talea Rings, and Yanar Ovalation, though not any abilities on the Isldar or Voltalar spectrum.|
|Afflicthism Info||Afflicthism Info covers matters surrounding Magical Afflictions, such as Dulofall-related conditions, Hellionism, and all other Magical Afflictions, excluding Vampirism, Undeadism, Possession, or Phantasma.|
|Eventism Info||Eventism Info covers matters surrounding Magical History and available Magical Events. These include the role of Arken in the creation of the Dread Empire, the Altalar Wildering, the Sihndar Wretching Taint, the Void Cycle, and all other Magical historical happenings. As well as this, Eventism covers knowledge of ongoing Magical occurrences such as Void Worship and the Kathar cultural festivals and rituals.|
|Artifactism Info||Artifactism Info covers matters surrounding Artifacts and Magical items, including the ability to not only identify an Artifact, but also to know its origins, history, and abilities. Artifactism Info does not, however, offer the locations of any Artifacts.|
Religious Knowledge covers the knowing of all religious things, ranging from a character having an in-depth understanding of their own religion to also having a greater understanding of all the other religions in the world and how they affect the local populace (and in some cases even assist in their conversion). Points put towards this proficiency not only deepen the understanding of one’s own religion and philosophies, but also learning the other world religions and even local variants and denominations.
Admiral Knowledge covers the knowing of naval tactics and supply train (not being the Captain of a ship) and knowing how to command multiple ships in battle as well as global operations. Points put towards this Knowledge Skill will deepen a character’s understanding of naval tactics and strategies, as well as in-battle flexibility and commanding skill.
Historical Knowledge covers the knowing of the world’s history, in knowing the events that have taken place in recent centuries, but also knowing where to find information on older subjects like the Elven Empire all the way back to the archeology of the Seraph ruins. Points put towards this proficiency deepen historical knowledge; so to say, a greater number of invested points results in a wider spectrum of knowledge.
Eastern Knowledge covers the knowing of Sihai history, a piece of historical continuity entirely separate from world history, but also knowing about Sihai astrology, and the Loong Dragons native to this distance region. Points put towards this Proficiency deepen the wealth of knowledge available from memory.
Dragon Knowledge is the intense focus on the Dragons, often as a source of religious worship, but also for those seeking knowledge and information on the many species which have lived across Aloria over the millennia. This study includes knowledge on Dragonblood, Witchblood and Dragon Aspects. Points put toward this Proficiency allow knowledge of foreign varieties of Dragon beyond those one would know to have occurred locally and ultimately makes one an expert on the draconic.
Linguistic Knowledge covers the knowing of Linguistic theories and in-depth understanding of what makes a language, as well as being able to decode the various dialects. Someone who invests in Linguistic Knowledge is allowed to choose another language beyond the age-based language max at a rate of one language per 6 points invested (so 5 in total if capped at 30). Furthermore, when a character has at least 24 points in Linguistic Knowledge, they are able to translate dead languages such as Seraph Language.