Your lore is the set of cultural skills and knowledge accumulated over your character’s lifetime. Lore expands your abilities beyond your calling, and also grants you starting items and resources. Some lore types are broadly known throughout the Skysea's origins, while others are more obscure. Each lore requires 1 (✦) or 2 (✦✦) points in a given attribute.
Ancient Cylinder ༄ Ancient Mirror ༄ Ancient Rod ༄ Balloons ༄ Civilization ༄ Code of the Clay King ༄ Crafting ༄ Dance ༄ Death ༄ Deep Time ༄ Dream ༄ Forestcliffs ༄ Insurgency ༄ Lord Adod ༄ Medicine ༄ Monsters ༄ Navigation ༄ Path of Air ༄ Politics ༄ Riding ༄ Scrolls of the Sorcerer ༄ Skyremes ༄ Solar Circle ༄ Song ༄ Tactics ༄ The Atlatl ༄ The Bow ༄ The Cloak ༄ The Hand ༄ The Mace ༄ The Panoply ༄ The Shield ༄ The Sling ༄ The Spear ༄ The Stone ༄ The Sword ༄ Trade ༄ Wisdom of Adod ༄ Wrestling
How to Choose Lore
Choosing lore is the most complex step in creating your hero. There's a lot of lore to choose from—and your options are constrained by both your calling and your origin. The rest of this page guides you through your options.
Start with Lore by Calling and note the number and types of lore you can choose.
Then look at Lore by Origin and note any specific lore that interests you.
Finally, Lore Summaries shows more details for each lore: starting abilities, items and companions, languages, and literacies.
Letters indicate which origins are associated with a lore type: K (Kananite), M (Mazrian), S (Shinarian), and Z (Zordin). Usually, your lore options are limited to your origin. But Wanderers and Masterminds can start with lore from other origins.
Lore by Calling
Your calling broadly determines your lore options: how many types you start with, and the attribute and origin requirements of your choices.
- 1 Strength lore from your origin
- 2 other lore from your origin
- 1 Agility lore from your origin
- 2 other lore from any origin
- 1 Intellect lore from your origin
- 2 other lore from your origin
- 1 Intellect lore from any origin
- 1 of the following from your origin:
- any Will lore
- Dance (K, M, Z)
- Wisdom of Adod (K)
- 2 other lore from your origin
- 1 initiate lore* from your origin:
- Mazrian: The Hand, Solar Circle, or Scrolls of the Sorcerer
- Kananite: Wisdom of Adod
- Shinarian: Deep Time
- Zordin: Ancient Mirror
- 2 other lore from your origin
- 1 of the following from your origin:
- any Will lore
- Wisdom of Adod (K)
- Code of the Clay King (S)
- 2 other lore from your origin
Lore by Origin
Your origin determines the specific collection of lore you're aware of when you start the game.
*If you're a Mazrian Sorcerer, you have more options for initiate lore than other origins—but choose carefully. The Hand revolves around an implement that enhances dark magic but dampens light magic. Solar Circle is less prescriptive, but aligns much better with light magic. Scrolls of the Sorcerer works well with either discipline.
Lore Summaries
This section lists all the lore options, organized by their attribute requirements, along with their starting abilities, items and companions, imperial credits, languages, and literacies.
Learning New Lore
The lore you start the game with is not the only lore your hero can learn. During downtime, you can learn lore from your allies, characters you've helped, or even foes you've spared (if they're willing to teach you).
See Rest, XP, and Downtime for rules on learning new lore.
← Code of Truth ✧ Dance →