Skills are anything in which PCs can be trained or learn through study. Players are encouraged to keep track of the particulars of their skills in their character sheets, someone with a similar levels in longsword for instance may be using different styles and techniques, recording these will greatly aid moderators in their job. This game uses an open ended skill system, meaning that if it's possible to think of it as a skill, it will probably be a viable skill. However, any skill dealing with magic and the supernatural should be checked with the staff before being used in character. If the skill existed in real life during the late middle ages, however, there is no reason it cannot be used in character. Articles on specific skills may exist, but will, by nature of the open ended skill system be the exception to the rule.
0: Everyone is at this skill level, with some variables, just how much knowledge someone has of the skill at this point is up to the individual skill. From here onwards it takes one skill experience point to gain a level.
1: This level represents those who has only the most basic understanding of the skill they're using. Someone who has picked up a sword and knows which end to stick in the other person, someone who's just started their apprenticeship.
3: This level represents those who've advanced a little in their understanding of their skill.
5: This skill level represents the majority of militia and raw army recruits, journeymen and apprentice mages.
10: This represents someone with a good grasp of the skill, a skilled soldier, an artisan, a hedgemage. From this level onwards it takes two skill experience points to gain a level.
15: This represents a veteran soldier, a celebrated master craftsman or a mage.
20: At this point the skill reaches a level where it starts to become all but supernatural. These are the true masters of their crafts, rarely found and often heard of in legend, the powerful archmages, the legendary warriors. All crafting skills are all but considered a form of Low Magic from this point and all skills start to take on near magical abilities. From this point onwards it takes three skill experience points to gain a new level.
25: The Absolute pinnacle of skill advancement, at this point the person holding the skill can redefine and create wonders with whatever skill it is.
Each finished thread where the skill is used counts towards one's levels. For relatively normal and passing use of a skill, moderators will usually choose to award one point of skill experience. For threads where the skill is the focus or plays a pivotal role in the thread, moderators may choose to award two experience points. In very rare cases the moderator may choose to award 3 points of skill experience.
Skill experience is always awarded towards a specific skill. A player may choose whether or not to level up in a skill however.
Certain things are not considered skills, but are considered Lore. These are similar to skills but rely primarily on knowledge as opposed to training and advancement. An example would be languages (the skill equivalent of which may be language theory or rhetorics), history and so on. Generally speaking, factual knowledge as opposed to trainable skills. Due to the open ended system, there may be some degree of overlap between the two. Lore may be learned IC through single threads, awarded by moderators or assumed to be known at the beginning of the game. Players are encouraged to keep track of what Lore their PC knows.
Alchemy - An ancient tradition of craftsmanship that lets the user create strange and magical effects.
Herbal Preparations - Herbs. They're good for you.
Low Magic - The scholarly art of magic.
Martial Arts - The gentle art of beating someone to a pulp with your bare hands.