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Expertises

An inspiration list for Stormlight characters. Player-safe.

Expertises are the narrow things your character simply knows: a culture, a trade, a weapon, a world. They sit next to your skills, not on top of them. Nothing here is a hard rule. Take an entry as written, narrow it, or invent your own and run it past the GM.

How it works

An expertise does three things at the table:

  • Assumed knowledge. You just know the basics, with no roll. A Thaylen doesn't roll to work out the exchange rate between marks and broams.
  • Advanced thinking. It lets you attempt tests others can't, such as identifying a rare poison or reading an ancient glyph.
  • Expert traits. Weapon and armour expertises unlock the item's expert trait (see the Weapons and Armour tabs).

How you get them

  • At creation: 2 cultural expertises, plus a number of utility, weapon or armour expertises equal to your Intellect.
  • As Intellect rises: each new point of Intellect gives a new expertise.
  • Downtime training: about 20 days with a mentor, an expert to watch or a reference book (roughly 5 marks a day in supplies), then a few tests.
  • As rewards: concluding a goal or surviving something memorable can grant one.
  • Temporarily: from a reference text mid-adventure, or talents such as the Scholar's Erudition.

Naming your own. The narrower an expertise is, the more it should do in its niche. "Military Life" helps a little in many places. "Siege Logistics" might skip the roll entirely when you fortify a town. A good expertise is a subfield or a cross-section of experience, not a copy of a skill.

Expertises and the plot die. When the plot die comes up, your expertise is what makes the twist fit. An Opportunity for a trader might be spotting that the merchant's broams are fake. A Complication for a scholar might be a convincing text that turns out to be wrong.

Why it matters. Specific expertises mean everyone gets a moment where only they can move the story forward. The Warrior can't read the ancient script, and the Scholar can't find the black-market fence.

Official

Straight from the rulebooks: the cultures everyone starts with, the weapon and armour expert traits, and the rare specialist knowledge.

Cultural

Every character starts with two. A cultural expertise means fluent, unaccented speech in the language, plus the customs, religion and social rules of that people. Two cultures can tell a story: an Alethi raised in Kharbranth, or a Herdazian who grew up on the caravan roads.

CultureYou know…
AlethiThe lighteyes/darkeyes system and the dahns and nahns. Vorin rules on the safehand and masculine and feminine arts. Military codes and the politics of the highprincedoms.
AzishThe Azish bureaucracy: forms, essays, viziers and the Prime. The meaning of patterns and colours in Azish dress. How to petition properly.
HerdazianThe great web of "cousins". Street food like chouta. Crystalline fingernails and their uses. Living in the shadow of bigger neighbours.
IrialiThe faith of the One and the Long Trail. What golden hair and skin mean to the Iriali. Iri's trade and its neighbours.
KharbranthianThe Palanaeum and the scholars and surgeons of Kharbranth. A city of bells and patients, where healing is offered to all.
ListenerListener songs, rhythms and forms. Life on the Shattered Plains. Talk to the GM before taking this one.
NatanThe storm-battered east. Old Natan folklore and lost glory. Surviving where highstorms hit hardest and shelter is scarce.
ReshiThe island-nations built on the backs of the great Tai-na. Life at sea and in the tropics. A blunt, less formal society.
ShinShinovar's strange soil, grass and animals. Reverence for stone. A society that honours farmers and looks down on warriors.
ThaylenSea trade routes and currency exchange. The Passions. Ships, ports and merchant houses. Thaylen eyebrow styles.
UnkalakiThe Horneater Peaks. Birth-order roles within a family. The gods of the lakes, peaks and trees. Feasts and hospitality.
VedenJah Keved's Vorin court and the Holy Enclave in Valath. The ardentia. Noble houses and old feuds.
WayfarerLife on the road and in caravans. Every ford, waystation and highstorm shelter. A little of every border town's customs.

More cultures from the Stormlight World Guide: Emuli, Tukari, Tashikki, Yezieri, Steen, Almi, Deshi, Marati, Riran, Selay (Purelake), Babatharnam, Marabethian, Yulay and Tu Bayla. Ask the GM if you'd like one of these.

Weapons

Anyone can swing a sword. A weapon expertise unlocks its expert trait, which is where trained fighters pull ahead.

WeaponSkillTraitsExpert trait
KnifeLight WeaponryDiscreetOffhand, Thrown [20/60]
MaceLight Weaponry—Momentum
ShortspearLight WeaponryTwo-HandedLoses Two-Handed
SideswordLight WeaponryQuickdrawOffhand
StaffLight WeaponryDiscreet, Two-HandedDefensive
ShortbowLight WeaponryTwo-HandedQuickdraw
AxeHeavy WeaponryThrown [20/60]Offhand
HammerHeavy WeaponryTwo-HandedMomentum
LongspearHeavy WeaponryTwo-HandedDefensive
LongswordHeavy WeaponryQuickdraw, Two-HandedLoses Two-Handed
ShieldHeavy WeaponryDefensiveOffhand
CrossbowHeavy WeaponryTwo-HandedDeadly
LongbowHeavy WeaponryTwo-HandedIndirect
Unarmed——Momentum, Offhand
Improvised——Gains the traits of the most similar weapon

Tips

  • Want a spear and a shield? The Shortspear expertise removes Two-Handed.
  • Defensive (Staff, Longspear) lets you Brace without cover, which suits Leaders who stand in the open giving orders.
  • Unarmed expertise makes you dangerous even when you've been disarmed. Improvised suits anyone who fights with whatever is lying around.

Armour

Armour expertise lets you wear it well: fewer penalties, or looking fit for court.

ArmourDeflectTraitsExpert trait
Uniform0Presentable— (crafting and repair only)
Leather1—Presentable
Chain2Cumbersome [3]Loses Cumbersome
Breastplate2Cumbersome [3]Presentable
Half Plate3Cumbersome [4]Cumbersome [3]
Full Plate4Cumbersome [5]— (crafting and repair only)

Tips

  • Chain expertise is the cheap fix for a low-Strength character who still needs protection.
  • Presentable means you aren't penalised in polite company while armoured, which matters in an Alethi or Azish court.

Specialist

Rare, restricted knowledge. You can't pick these at character creation without the GM's say-so or a talent that grants one. You earn them in the story: long downtime with rare texts and mentors, or as a goal reward.

ExpertiseWhat it coversUsually needs
Fabrial CraftingThe artifabrians' guarded craft: pick an effect, get the right gem, lure and trap a spren, then build it.Crafting; gems; a teacher or a talent such as Prized Acquisition
Soulcasting ProtocolsHow Soulcasters coax a thing to become something else, and the Essences it can become.GM permission; Soulcaster access
Radiant LoreWhat can still be found about the Knights Radiant and their orders, beyond the usual stories of betrayal.Rare texts, patient research
Shardbearer LoreShardblades and Shardplate up close: summoning, strengths and the weak points of an enemy Shardbearer.Training with a Shardbearer
Ryshadium BondingRiding a Ryshadium, which chooses its rider. Without this you can't use its special abilities.The horse's trust (a high-tier companion)

The GM may hold other specialist expertises in reserve. Some knowledge is something you have to find in play.

Per Origin

Expertises that come from who you are or what life made of you, rather than your heroic path.

Human backgrounds

ExpertiseWhat it coversPairs with
Bridgeman SurvivalTriage under fire, moving in step under crushing strain, scavenging what the dead left behind.Athletics, Survival, Medicine
Ardentia ProtocolsHow the Vorin clergy works: devotary hierarchy, requisitioning Soulcast food, and the loopholes ardents use to study.Persuasion, Lore
Caravan GuardingWatch rotas, likely ambush points, and keeping chull-drawn wagons moving over long distances.Perception, Survival

Singer backgrounds (talk to the GM first)

ExpertiseWhat it coversPairs with
The RhythmsAttuning to rhythms such as Joy or Mourning to share feeling without words, and reading other singers.Insight, Deception
FormsHow forms change in a highstorm, what each form needs and what it can and can't do.Medicine, Survival
Songs of HistoryThe listeners' oral tradition: history human books have lost.Lore

Per Heroic Path

Ideas grouped by heroic path. Nothing stops a Warrior from taking Cartography; these are just where each path tends to look first.

Agent

Agents work the edges of society: information, locks, lies and rooftops.

ExpertiseWhat it coversPairs with
Urban Parkour & ScalingRoof-hopping and wall-climbing without a roll. Spotting weak walls and good grapple points. Chases.Athletics, Agility
Locksmithing & MechanicsPicking locks, naming who made one, disarming multi-stage traps. How non-magical machines work.Thievery, Deduction
Forgery & CounterfeitingWrits of passage, seals and signatures. Spotting fake spheres (glass, not gemstone).Deception, Crafting
Underworld ContactsThieves, fences, smugglers and safehouses: the jargon, the signs, where to find black-market goods.Insight, Persuasion
Cryptography & CiphersWriting and breaking coded messages, including hidden meaning in women's script.Deduction
Disguise & ProstheticsMakeup, posture and costume. Passing as another caste or trade and building a false identity.Deception
Sleight of HandPalming spheres, planting evidence, cheating at cards unseen.Thievery, Agility
Poisons & ToxinsToxins such as blackbane. Recognising a poisoning, handling poison safely, and antidotes.Medicine, Crafting
SurveillanceTailing someone through a crowd, and noticing when you're the one being followed.Stealth, Perception

Envoy

Envoys are the social glue: courts, faiths, law and trade.

ExpertiseWhat it coversPairs with
High Society EtiquetteHow to address a brightlord versus a highprince. Duelling etiquette and the cues of highborn feasts.Persuasion, Deception
Theology (Vorinism)The devotaries, the Heralds, the Almighty and the ardentia's debates. Using piety or guilt in a negotiation.Lore, Insight
Theology (The Passions)Thaylen faith. Predicting what people will do from what they openly want.Insight
Trade Customs & EconomicsTrade routes, exchange rates, where luxury goods come from, spotting a bad deal.Persuasion, Lore
Bureaucratic NavigationWhich form to file, which clerk to ask and how to speed a process along. Essential in Azir.Lore, Persuasion
Artistic Expression (pick one: Music, Painting, Sketching…)Making and judging art and spotting forgeries. Sketching as a near-perfect visual memory.Crafting, Persuasion
Oratory & RhetoricComposing a rousing speech, projecting over a battlefield, winning a debate.Leadership, Persuasion
Pedagogy (Mentorship)Teaching well. Helping others learn faster during downtime.Insight, Leadership
Law & PrecedentLocal laws, rights, contracts and how to argue a case.Persuasion, Deduction
Languages (pick one)A language beyond your cultural ones, for translating and interpreting.Insight, Persuasion
MediationCalming feuds, finding the compromise and keeping both sides at the table.Insight, Persuasion

Hunter

Hunters read the wild: tracks, beasts, weather and terrain.

ExpertiseWhat it coversPairs with
Tracking & Quarry IDReading a disturbed rockbud or a scuff on stone: what passed, how heavy and how long ago.Survival, Perception
Rosharan BotanyUseful plants: knobweed sap for cleaning wounds, longroot for stew, firemoss as a dangerous drug.Survival, Medicine
Zoology (Greatshells)Chasmfiends and other giants: their habits, warning signs and where the gemheart sits.Survival, Lore
Zoology (Pack Hunters)Axehounds and whitespines: pack tactics, territory marks, and how to tame or ward them off.Survival
Animal HusbandryDiagnosing sick animals, fitting saddles, calming a panicking chull or horse in a storm.Survival, Insight
Chasm SurvivalThe chasms of the Shattered Plains: flash floods, edible moss and finding your way without a map.Survival, Athletics
Trapping & SnaringSnares for game, traps to slow pursuers, and with care, traps for something much bigger.Survival, Crafting
Meteorology (Storms)Reading wind and sky to predict highstorms, the Weeping and the Riddens. No stormwarden maths needed.Survival
Camouflage & AmbushHiding a camp or a shooter and picking the ground for an ambush.Stealth
Butchery & HidesDressing game, tanning, harvesting carapace and gemhearts.Crafting, Survival

Leader

Leaders hold people together: soldiers, crews, caravans and causes.

ExpertiseWhat it coversPairs with
Military LifeRanks, camp routine, drill and the unwritten rules of soldiers.Leadership, Insight
Military LogisticsFeeding, arming and moving an army. Reading an enemy camp's rations and supply lines.Deduction, Lore
Small Unit TacticsSquad formations, spearmen and archers, shield walls, breaking a charge.Leadership
Siege EngineeringTrenches, siege towers and sapping. Finding a wall's weak point and building defences fast.Crafting, Deduction
Naval CommandRunning a ship's crew, sailing the winds and boarding actions.Leadership, Survival
GeopoliticsRuling families, bloodlines, old grudges between highprinces, marriage alliances.Persuasion, Insight
Camp ManagementPreventing mutiny and camp sickness, and lifting spirits after a defeat or a brutal march.Leadership
InterrogationPressure, patience and leading questions. Getting answers without violence.Intimidation, Insight
Caravan MasterRoutes, schedules, guards and hiring. Running a convoy safely.Leadership, Survival

Scholar

Scholars know how things work and how to fix them, from bodies to bridges.

ExpertiseWhat it coversPairs with
Anatomy & SurgeryBeyond first aid: amputations, internal surgery, treating serious injuries.Medicine
PharmacologyMaking medicines, antiseptics, anaesthetics and poisons from local plants.Medicine, Crafting
ArchitectureLoad-bearing pillars, dating a ruin by its style, designing a sound bridge.Deduction, Crafting
AstronomyRoshar's moons, Salas, Nomon and Mishim, and the cycles of the sky. Navigation by night.Lore
LinguisticsDead and obscure languages and old glyphs. The Dawnchant remains a famous puzzle.Lore
CartographyDrawing maps from memory, charting new ground, estimating travel times over rough terrain.Survival, Lore
Gemstone CuttingCutting and appraising gems. Groundwork for anyone who wants to build fabrials.Crafting, Thievery
HistoryThe Heralds, the Hierocracy and the old kingdoms, as scholars tell it.Lore
ArchaeologyDigging, dating and handling ancient sites and objects.Lore, Deduction
Equipment CraftingBuilding and repairing tools, gear and simple devices.Crafting
Spren WatchingWhich common spren appear for which emotions and events, and what scholars argue about them.Lore, Perception

Warrior

Warriors know violence well, and what it costs.

ExpertiseWhat it coversPairs with
BlacksmithingRepairing shields, forging spearheads, judging steel at a glance.Crafting
Weapon MaintenanceThe daily rituals that keep gear ready and stop it failing at the worst moment.Crafting
Duelling & the ArenaThe right of challenge, seconds, the rules of a duel, and playing to the crowd.Presence skills, Weaponry
Athletic ConditioningPacing a forced march, breathing, pushing past exhaustion.Athletics
Cavalry OperationsCharging with a lance, controlling a horse in battle, caring for a warhorse.Athletics, Heavy Weaponry
Shardblade StancesWindstance, Stonestance, Smokestance and the rest. Most people only ever see them from a distance.Heavy Weaponry
SoldieringDrill, line fighting and holding a shield wall.Heavy Weaponry, Athletics
BodyguardSpotting threats to a charge and putting yourself in the way.Perception
Wrestling & BrawlingGrapples, throws and fighting dirty.Athletics
Battlefield MedicineKeeping a comrade alive until a surgeon arrives.Medicine

Party Suggestions

Ideas for each hero: what they have now, and what they might pick up through a new Intellect point, downtime training or a goal reward. These are suggestions, not homework.

Still to choose: Temzil, Shira and Marith each have one cultural expertise left to pick. Choose the people your character spent the most time with before the story began, not just the most useful one. Propose it to the GM.

Temzil

Has: Azish (cultural) · Literature, Economics, Bureaucracy, Sourcing Supplies

Could pick upWhy
Archaeology or HistoryFor dating and understanding the relics he collects.
LinguisticsOld glyphs and dead languages: the writing on the relics themselves.
Games of ChanceGood at the thing that keeps getting him in trouble.
Law & PrecedentFighting slavery and abuse through the courts as well as with words.

Hawler

Has: Alethi, Wayfarer (cultural) · Shield, Logistics & Pack Animals

Could pick upWhy
ShortspearRemoves Two-Handed, so he can carry spear and shield together.
Caravan GuardingWatch rotas, ambush points and keeping a convoy moving.
Meteorology (Storms)Seeing a highstorm coming in time to get everyone under cover.
BodyguardSpotting threats to the people he protects and getting in the way.
ChainSolid protection without the penalties.

Shira Helilir

Has: Thaylen (cultural) · Small Unit Tactics, Naval Command, plus a weapon of her choice (Longsword or Longspear suit her)

Could pick upWhy
Duelling & the ArenaChallenges, seconds and playing to the crowd. A duel is the fastest way to a name in the warcamps.
BreastplatePresentable: she can impress officers without taking her armour off.
Theology (The Passions)Her Thaylen faith, and a read on what people want.
Military LifeThe unwritten rules of soldiers, for winning them over.

Marith

Has: Kharbranthian (cultural) · Anatomy & Surgery, Botany, Toxicology, Animal Health, Military Life

Could pick upWhy
PharmacologyMixing the antidote or medicine that saves the day.
Battlefield MedicineKeeping someone alive while the fight is still going on.
Spren WatchingPainspren and rotspren tell a healer a lot.
Shin (cultural, later)Learned from time with Taszo, for Shin medicine.
KnifeA surgeon's blade is still a blade.

Maliq

Has: Azish, Wayfarer (cultural) · Tracking, Animal Handling, Shortbow, Rosharan Botany

Could pick upWhy
Zoology (Pack Hunters)Whitespines and axehounds. Knowing Hulu's kind is how he raises Hulu well.
Chasm SurvivalThe chasms of the Shattered Plains, without a map.
Trapping & SnaringShaping the ground before a fight starts.
High Society EtiquetteThe noble runaway still knows which fork to use, and hates that he does.

Gaps the party could fill

  • Alethi: only Hawler speaks it, and the story starts in Alethi lands.
  • Iriali: nobody knows the Iriali.
  • Vorin theology: nobody knows the Vorin church from the inside.

Long stretches of travel are a good time to train.