Knowledge/History Template

Content should be created following the Content Standards of the Game Design materials.

Status: READY FOR USE 01/13/2026 (not under revision or review)

NOTE: The tabbed portion of this template also has content replicated as a Post Snippet and must be manually synced.
TEMPLATE HEREAFTER (copy in edit mode)


Pervasive Overview:


Chronicle/Facts of [Thing]

Item Powers (common and Attuned) can be found under Common Knowledge tab.

Knowledge is broken down by ease of discovery/availability & Meticulous Record Keeping may improve usability; Any attempt to know more than what's Pervasive will require a reference, source, knowledge, check, or access to someone who can get or provide either of these. Specific Lores may increase the chance of knowing specific elements.

Pervasive Knowledge / Very Easy Difficulty

Information Sources: Mundane Reference | Associated Phenomenology Only | Specific Lore

For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.

Rumors About the Locale

Common Knowledge / Easy Difficulty

For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.

Item Purpose:

Lesser Attunement (1 Essence total )

i20™ _ Details

iCore iCore™ _ Details


Estimated Value: ? (Silver Crowns)

Item Source: i20™ OR iCore™ #YYYY

Destroying the Item: As an item with inherent mystic nature, it is deeply bound to The Pattern – mere mundane efforts cannot destroy it. It must be melted, disintegrated, or shattered – not merely made Useless.

Rare Knowledge / Very Hard Difficulty


Warning
Obscure/Hidden Knowledge is not generally available in known references; It is not necessarily Forbidden.
DO NOT READ BEYOND THIS POINT unless a character has the capability to gain such knowledge [through association, organization, or relation] if they do not possess it themselves or the reader intends to participate in scenarios using this material as a PLAYER! GM Narration will typically provide relevant information by check or story.