alex_greene
Guest
Lore (regional) is a way of saying Lore (community) in the case of a nomadic civilisation. For the more staid types, Lore (regional) is more along the lines of Lore (where the food and herbs and clean water sources are) for Primitive and Barbarian civilisations, and Lore (history and geography) for Civilised nations.
Lore (craft skill) or Lore (other skill) is the body of deep trade secrets associated with that skill - particularly, in the case of Civilised nations, those skills covered by a Guild: Craft (Cordwainer) - they make shoes - would have a Lore (Guild of Cordwainers), with all the deep knowledge of their trade, such as being able to identify a Cordwainer by the specific leather toolings of his shoes, and the best and softest leather to use for uppers and soles - along with their wholesale and retail prices.
Most likely you won't have many licensed Cordwainer player characters in Legend, but if you have a youngster who's forsaken his father's Blacksmithing trade to become an Adventurer and wield swords rather than make them, it is feasible for him to have Lore (Guild of Blacksmiths) as well as Craft (blacksmithing) among his skills.
If you wanted a character who was really good at working metal, a kind of inventor, MacGyveresque character, it'd be practical for him to learn a Lore (metals) so he can use his nous for metals to identify silver from tin, gold from brass, and meteor iron from cold-forged iron made from Earthly ore. Hint: meteor iron is actually structurally weaker than terrestrial iron.
Lore (regional) is always going to be a mix of history and geography, mixing detailed information about where the Kingsroot herb grows and when it flowers, along with the myths and legends of haunted sites and taboo places such as crossroads where the Devil comes at midnight to take away the lost and the foolish; Lore (skill or trade) is always about the deep secrets of that trade, and possibly also knowledge about the legends of that trade - the Shakespeares of the writers' trade, the Paracelsuses and Albertus Magnuses of the alchemists and so on.
Lore (craft skill) or Lore (other skill) is the body of deep trade secrets associated with that skill - particularly, in the case of Civilised nations, those skills covered by a Guild: Craft (Cordwainer) - they make shoes - would have a Lore (Guild of Cordwainers), with all the deep knowledge of their trade, such as being able to identify a Cordwainer by the specific leather toolings of his shoes, and the best and softest leather to use for uppers and soles - along with their wholesale and retail prices.
Most likely you won't have many licensed Cordwainer player characters in Legend, but if you have a youngster who's forsaken his father's Blacksmithing trade to become an Adventurer and wield swords rather than make them, it is feasible for him to have Lore (Guild of Blacksmiths) as well as Craft (blacksmithing) among his skills.
If you wanted a character who was really good at working metal, a kind of inventor, MacGyveresque character, it'd be practical for him to learn a Lore (metals) so he can use his nous for metals to identify silver from tin, gold from brass, and meteor iron from cold-forged iron made from Earthly ore. Hint: meteor iron is actually structurally weaker than terrestrial iron.
Lore (regional) is always going to be a mix of history and geography, mixing detailed information about where the Kingsroot herb grows and when it flowers, along with the myths and legends of haunted sites and taboo places such as crossroads where the Devil comes at midnight to take away the lost and the foolish; Lore (skill or trade) is always about the deep secrets of that trade, and possibly also knowledge about the legends of that trade - the Shakespeares of the writers' trade, the Paracelsuses and Albertus Magnuses of the alchemists and so on.