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Knowledge (Local) - How Does Your Group Use and Define It
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<blockquote data-quote="Jack Simth" data-source="post: 2417005" data-attributes="member: 29252"><p>My take?</p><p>Geography: Maps, navigation, and what you expect to find in the area; you can find Metropolis, and have a good idea of the general climate, if you will need to cross swamps, plains, or mountains (and how often and in what order) to get there, and what the general terrain will be like when you get there, and even who is the current ruler and the basic political structure (all with appropriet skill checks, of course). However, once there, you won't know such things as who in power owes favors to who, who is quietly taking orders from another, or which street that world-renowned artificer keeps his shop.</p><p>Local: You can't find Metropolis, and have no idea about the route to that distant city, but once there, not only do you know who owes who favors, who is taking orders from whom, and which street that world-renowned artificer keeps his shop, but you know where to find the quietest inn for the spellcaster, can hook a rogue up with the local theive's guild, and may take the party cleric straight to the local shrine to his diety (if one exists) (all with appropriet skill checks, of course).</p></blockquote><p></p>
[QUOTE="Jack Simth, post: 2417005, member: 29252"] My take? Geography: Maps, navigation, and what you expect to find in the area; you can find Metropolis, and have a good idea of the general climate, if you will need to cross swamps, plains, or mountains (and how often and in what order) to get there, and what the general terrain will be like when you get there, and even who is the current ruler and the basic political structure (all with appropriet skill checks, of course). However, once there, you won't know such things as who in power owes favors to who, who is quietly taking orders from another, or which street that world-renowned artificer keeps his shop. Local: You can't find Metropolis, and have no idea about the route to that distant city, but once there, not only do you know who owes who favors, who is taking orders from whom, and which street that world-renowned artificer keeps his shop, but you know where to find the quietest inn for the spellcaster, can hook a rogue up with the local theive's guild, and may take the party cleric straight to the local shrine to his diety (if one exists) (all with appropriet skill checks, of course). [/QUOTE]
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