Introduction to Areas of Knowledge
Every individual enters the world with a unique combination of experience, training, and natural inclination. Some people learn to heal the sick, some to build machines, some to interpret ancient records, and others to survive in the wilderness or negotiate between hostile groups. The Areas of Knowledge system is designed to represent this wide range of human capability in a simple and flexible manner.
An Area of Knowledge is a broad field of study or practice that reflects what a character knows and what they are able to do. Each area encompasses both formal education and practical experience. A physician may have studied medicine in a university, but years spent treating patients in remote villages are equally part of that knowledge. A carpenter may have learned through apprenticeship rather than books, yet possesses a mastery as real and valuable as any academic discipline.
The system deliberately uses broad categories rather than narrow specialties. Biology includes the understanding of cells, anatomy, ecology, and heredity. Engineering covers the design and maintenance of structures, machines, and systems. Diplomacy represents the management of protocol, treaties, and delicate negotiations. Wildernesscraft includes navigation, shelter building, tracking, and the practical use of wild landscapes. The full list of knowledge areas ranges from the natural sciences and healing arts to technical disciplines, useful crafts, social arts, fieldcraft, illicit arts, and mystical studies.
These areas are organized into ten major realms: Sciences, Healing Arts, Technical Arts, Useful Crafts, Social Arts, Formal Disciplines, Physical Arts, Fieldcraft, Illicit Arts, and Mystical Studies. Each realm groups related disciplines according to their methods and purposes. The Sciences seek to understand the natural world. Healing Arts preserve life and restore health. Technical Arts transform scientific principles into machines and systems. Useful Crafts shape raw materials into practical goods. Social Arts govern interaction and persuasion. Formal Disciplines organize human knowledge and institutions. Physical Arts develop the trained body. Fieldcraft equips individuals to function in harsh environments. Illicit Arts concern covert and unlawful methods. Mystical Studies address supernatural or occult traditions beyond ordinary explanation.
In play, an Area of Knowledge serves as the principal measure of expertise. When a character attempts an action, the Game Master determines which area most closely applies. A surgeon setting a broken limb relies upon Surgery. An archaeologist interpreting pottery fragments uses Archaeology. An engineer repairing a generator calls upon Engineering. A negotiator seeking peace between rival factions depends upon Diplomacy. Characters may attempt actions outside their trained fields, but those with relevant knowledge possess a clear advantage.
The purpose of this system is to model competence rather than memorization. A single area may include theory, field practice, tools, procedures, and professional judgment accumulated over years of work. The categories are intentionally broad enough to support historical, contemporary, and speculative settings. The same framework can describe a medieval herbalist, a twentieth-century forensic scientist, or a Troubleshooter of Project Negentropy carrying an X-15 Language Mediation System and a portable laboratory.
Together, the Areas of Knowledge define what characters contribute to their teams and communities. They explain how problems are solved, how discoveries are made, and how societies function. Whether the challenge involves curing disease, constructing a bridge, decoding an unknown language, negotiating a treaty, or surviving in an unexplored wilderness, the appropriate knowledge area provides the foundation for success.
Major Realms
Sciences
Sciences are disciplines devoted to discovering and explaining the regular patterns of the natural, biological, and psychological worlds. They rely on observation, measurement, experimentation, and systematic reasoning to produce testable and reproducible knowledge.
Examples include Biology, Chemistry, Geology, Physics, Psychology, and Zoology.
Healing Arts
Healing Arts are disciplines concerned with the diagnosis, treatment, prevention, and long-term management of disease and injury in humans and animals. They combine scientific understanding with direct practical care and clinical judgment.
Examples include Medicine, Nursing, Surgery, Dentistry, Pathology, Pharmacology, Psychiatry, and Veterinary.
Technical Arts
Technical Arts apply mathematics, science, and design to create, operate, and maintain machines, structures, systems, and technologies. They bridge theory and practical implementation, turning abstract principles into reliable tools and infrastructure.
Examples include Engineering, Cybernetics, Electrodynamics, Electronics, Mechanisalism, Astronautics, and Pilotage.
Useful Crafts
Useful Crafts are skilled productive trades that transform raw materials into durable, functional, and often beautiful objects. They are rooted in apprenticeship, manual skill, material knowledge, and established practical traditions.
Examples include Smithing, Carpentry, Buildercraft, Fabriccraft, Materialism, Tailoring, and Victualing.
Social Arts
Social Arts govern the skilled interaction of individuals and groups. They involve persuasion, performance, negotiation, leadership, and the management of human relationships and institutions.
Examples include Acting, Charismatics, Communication, Diplomacy, Mercantilism, and Stewardship.
Formal Disciplines
Formal Disciplines are structured intellectual fields that organize knowledge through logic, interpretation, analysis, and systematic inquiry. They study human institutions, ideas, language, and symbolic systems.
Examples include Administration, Economics, History, Informatics, Legalism, Linguistics, Mathematics, Rationalism, Semiology, and Theology.
Physical Arts
Physical Arts are disciplined methods for developing and applying the human body with precision, strength, coordination, and expressive control. They include both athletic performance and embodied technical practice.
Examples include Acrobatics, Athletics, Choreography, and Martialism.
Fieldcraft
Fieldcraft consists of practical disciplines used to operate effectively in natural, remote, dangerous, or uncertain environments. These areas emphasize adaptability, observation, and survival under difficult conditions.
Examples include Animalry, Investigation, Survivalism, and Wildernesscraft.
Illicit Arts
Illicit Arts are organized bodies of unlawful or covert practice involving concealment, deception, unauthorized access, and the circumvention of legal authority. They require substantial technical and social expertise.
Examples include Burglary, Smuggling, and Subterfuge.
Mystical Studies
Mystical Studies encompass supernatural, occult, and magical traditions whose principles are not fully understood within the normal scientific framework. They include ritual practice, esoteric doctrine, and specialized methods of interacting with hidden forces.
Examples include Dwimmercraft, Faeriecraft, Geomancy, Mysticism, Spiritualism, Thaumaturgy, and Xenomancy.


