Knowledge (barbarian lore)
- Key Ability
- INT
- Trained Only
- true
- Armor Check Penalty
- false
Like the Craft and Profession skills, Knowledge actually encompasses a number of unrelated skills. Knowledge represents a study of some body of lore, possibly an academic or even scientific discipline. Below are listed typical fields of study. With your DM's approval, you can invent new areas of knowledge.
- Arcana (ancient mysteries, astrology, magic traditions, arcane symbols, cryptic phrases)
- Architecture and engineering (buildings, bridges, fortifications)
- Barbarian lore (lands outside Rokugan, their people and customs)
- Geography (lands of Rokugan, terrain, climate, people and clans)
- History (royalty, wars, colonies, migrations, founding of cities)
- Local (legends, personalities, inhabitants, laws, and traditions of one clan or small region)
- Nature (plants and animals, seasons and cycles, weather)
- Nobility and royalty (lineage, heraldry, customs, family trees, mottoes, personalities, laws)
- Religion (ancestors, Shintao, the Fortunes, rituals, sacred symbols)
- Shadowlands (goblins, ogres, nezumi, other Shadowlands creatures and dangers, maho, the Taint)—Rokugan only
- Spirits (spirit creatures, the spirit world)
- War (military history, strategy, tactics, war machines)