Skip to main content

Draw Steel skill

Terrain Lore

Terrain Lore is a skill in Draw Steel: Knowing landscapes at map scale: what a region holds, how it travels, and where it turns dangerous.

Last reviewed

Key facts

Characteristic
Intuition

Overview

Terrain Lore is regional geography as practical knowledge: which valleys flood in spring, where a mountain range can be crossed and at what cost, what a marsh does to a supply train, which coastline hides usable anchorages. It is an Intuition skill because it is a traveler's sense of country rather than a scholar's list. It comes up in journey planning, when choosing where to make a stand, and whenever the Director asks whether the party knows what lies two days ahead.

How it works

Characteristic: Intuition. Skill group: Intuition skills. Test: 2d10 + Intuition; 11 or lower is tier 1, 12 to 16 tier 2, 17 or higher tier 3. Training grants a benefit and unlocks attempts untrained heroes cannot make. How it is used: Tier 3 recalls the region's routes, hazards, and a usable feature such as a ford or a shelter. Tier 2 gives the general character of the land. Tier 1 gives nothing, or a dangerously outdated picture. Edges and banes: Familiar regions, recent travelers' accounts, or a good map grants an edge (+2). Distant lands, terrain reshaped by war or magic, and underground or otherworldly geography impose a bane (-2).

Tips and playstyle

Best for: Parties running overland campaigns, and heroes who want to choose the ground before the enemy does. Character concepts: Nomadic culture drover, Laborer career caravan hand, a wilderness scout who mapped the frontier. Synergies: Navigate for the route itself, Nature for weather and living things in it, Tactics for turning terrain into an advantage.

Frequently asked questions

How does Terrain Lore differ from Nature?

Terrain Lore works at map scale: regions, routes, and hazards. Nature works at arm's length: this plant, this animal, tonight's weather.

Does it apply underground or at sea?

The Director may allow it with a bane, or rule that another skill fits better. Underground travel often falls to Navigate.