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.
Culture
You know…
Alethi
The 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.
Azish
The Azish bureaucracy: forms, essays, viziers and the Prime. The meaning of patterns and colours in Azish dress. How to petition properly.
Herdazian
The great web of "cousins". Street food like chouta. Crystalline fingernails and their uses. Living in the shadow of bigger neighbours.
Iriali
The faith of the One and the Long Trail. What golden hair and skin mean to the Iriali. Iri's trade and its neighbours.
Kharbranthian
The Palanaeum and the scholars and surgeons of Kharbranth. A city of bells and patients, where healing is offered to all.
Listener
Listener songs, rhythms and forms. Life on the Shattered Plains. Talk to the GM before taking this one.
Natan
The storm-battered east. Old Natan folklore and lost glory. Surviving where highstorms hit hardest and shelter is scarce.
Reshi
The island-nations built on the backs of the great Tai-na. Life at sea and in the tropics. A blunt, less formal society.
Shin
Shinovar's strange soil, grass and animals. Reverence for stone. A society that honours farmers and looks down on warriors.
Thaylen
Sea trade routes and currency exchange. The Passions. Ships, ports and merchant houses. Thaylen eyebrow styles.
Unkalaki
The Horneater Peaks. Birth-order roles within a family. The gods of the lakes, peaks and trees. Feasts and hospitality.
Veden
Jah Keved's Vorin court and the Holy Enclave in Valath. The ardentia. Noble houses and old feuds.
Wayfarer
Life 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.
Weapon
Skill
Traits
Expert trait
Knife
Light Weaponry
Discreet
Offhand, Thrown [20/60]
Mace
Light Weaponry
—
Momentum
Shortspear
Light Weaponry
Two-Handed
Loses Two-Handed
Sidesword
Light Weaponry
Quickdraw
Offhand
Staff
Light Weaponry
Discreet, Two-Handed
Defensive
Shortbow
Light Weaponry
Two-Handed
Quickdraw
Axe
Heavy Weaponry
Thrown [20/60]
Offhand
Hammer
Heavy Weaponry
Two-Handed
Momentum
Longspear
Heavy Weaponry
Two-Handed
Defensive
Longsword
Heavy Weaponry
Quickdraw, Two-Handed
Loses Two-Handed
Shield
Heavy Weaponry
Defensive
Offhand
Crossbow
Heavy Weaponry
Two-Handed
Deadly
Longbow
Heavy Weaponry
Two-Handed
Indirect
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.
Armour
Deflect
Traits
Expert trait
Uniform
0
Presentable
— (crafting and repair only)
Leather
1
—
Presentable
Chain
2
Cumbersome [3]
Loses Cumbersome
Breastplate
2
Cumbersome [3]
Presentable
Half Plate
3
Cumbersome [4]
Cumbersome [3]
Full Plate
4
Cumbersome [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.
Expertise
What it covers
Usually needs
Fabrial Crafting
The 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 Protocols
How Soulcasters coax a thing to become something else, and the Essences it can become.
GM permission; Soulcaster access
Radiant Lore
What can still be found about the Knights Radiant and their orders, beyond the usual stories of betrayal.
Rare texts, patient research
Shardbearer Lore
Shardblades and Shardplate up close: summoning, strengths and the weak points of an enemy Shardbearer.
Training with a Shardbearer
Ryshadium Bonding
Riding 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
Expertise
What it covers
Pairs with
Bridgeman Survival
Triage under fire, moving in step under crushing strain, scavenging what the dead left behind.
Athletics, Survival, Medicine
Ardentia Protocols
How the Vorin clergy works: devotary hierarchy, requisitioning Soulcast food, and the loopholes ardents use to study.
Persuasion, Lore
Caravan Guarding
Watch rotas, likely ambush points, and keeping chull-drawn wagons moving over long distances.
Perception, Survival
Singer backgrounds(talk to the GM first)
Expertise
What it covers
Pairs with
The Rhythms
Attuning to rhythms such as Joy or Mourning to share feeling without words, and reading other singers.
Insight, Deception
Forms
How forms change in a highstorm, what each form needs and what it can and can't do.
Medicine, Survival
Songs of History
The 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.
Expertise
What it covers
Pairs with
Urban Parkour & Scaling
Roof-hopping and wall-climbing without a roll. Spotting weak walls and good grapple points. Chases.
Athletics, Agility
Locksmithing & Mechanics
Picking locks, naming who made one, disarming multi-stage traps. How non-magical machines work.
Thievery, Deduction
Forgery & Counterfeiting
Writs of passage, seals and signatures. Spotting fake spheres (glass, not gemstone).
Deception, Crafting
Underworld Contacts
Thieves, fences, smugglers and safehouses: the jargon, the signs, where to find black-market goods.
Insight, Persuasion
Cryptography & Ciphers
Writing and breaking coded messages, including hidden meaning in women's script.
Deduction
Disguise & Prosthetics
Makeup, posture and costume. Passing as another caste or trade and building a false identity.
Deception
Sleight of Hand
Palming spheres, planting evidence, cheating at cards unseen.
Thievery, Agility
Poisons & Toxins
Toxins such as blackbane. Recognising a poisoning, handling poison safely, and antidotes.
Medicine, Crafting
Surveillance
Tailing 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.
Expertise
What it covers
Pairs with
High Society Etiquette
How 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 & Economics
Trade routes, exchange rates, where luxury goods come from, spotting a bad deal.
Persuasion, Lore
Bureaucratic Navigation
Which form to file, which clerk to ask and how to speed a process along. Essential in Azir.
Making and judging art and spotting forgeries. Sketching as a near-perfect visual memory.
Crafting, Persuasion
Oratory & Rhetoric
Composing 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 & Precedent
Local 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
Mediation
Calming feuds, finding the compromise and keeping both sides at the table.
Insight, Persuasion
Hunter
Hunters read the wild: tracks, beasts, weather and terrain.
Expertise
What it covers
Pairs with
Tracking & Quarry ID
Reading a disturbed rockbud or a scuff on stone: what passed, how heavy and how long ago.
Survival, Perception
Rosharan Botany
Useful 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 Husbandry
Diagnosing sick animals, fitting saddles, calming a panicking chull or horse in a storm.
Survival, Insight
Chasm Survival
The chasms of the Shattered Plains: flash floods, edible moss and finding your way without a map.
Survival, Athletics
Trapping & Snaring
Snares 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 & Ambush
Hiding a camp or a shooter and picking the ground for an ambush.
Stealth
Butchery & Hides
Dressing game, tanning, harvesting carapace and gemhearts.
Crafting, Survival
Leader
Leaders hold people together: soldiers, crews, caravans and causes.
Expertise
What it covers
Pairs with
Military Life
Ranks, camp routine, drill and the unwritten rules of soldiers.
Leadership, Insight
Military Logistics
Feeding, arming and moving an army. Reading an enemy camp's rations and supply lines.
Deduction, Lore
Small Unit Tactics
Squad formations, spearmen and archers, shield walls, breaking a charge.
Leadership
Siege Engineering
Trenches, siege towers and sapping. Finding a wall's weak point and building defences fast.
Crafting, Deduction
Naval Command
Running a ship's crew, sailing the winds and boarding actions.
Leadership, Survival
Geopolitics
Ruling families, bloodlines, old grudges between highprinces, marriage alliances.
Persuasion, Insight
Camp Management
Preventing mutiny and camp sickness, and lifting spirits after a defeat or a brutal march.
Leadership
Interrogation
Pressure, patience and leading questions. Getting answers without violence.
Intimidation, Insight
Caravan Master
Routes, 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.
Expertise
What it covers
Pairs with
Anatomy & Surgery
Beyond first aid: amputations, internal surgery, treating serious injuries.
Medicine
Pharmacology
Making medicines, antiseptics, anaesthetics and poisons from local plants.
Medicine, Crafting
Architecture
Load-bearing pillars, dating a ruin by its style, designing a sound bridge.
Deduction, Crafting
Astronomy
Roshar's moons, Salas, Nomon and Mishim, and the cycles of the sky. Navigation by night.
Lore
Linguistics
Dead and obscure languages and old glyphs. The Dawnchant remains a famous puzzle.
Lore
Cartography
Drawing maps from memory, charting new ground, estimating travel times over rough terrain.
Survival, Lore
Gemstone Cutting
Cutting and appraising gems. Groundwork for anyone who wants to build fabrials.
Crafting, Thievery
History
The Heralds, the Hierocracy and the old kingdoms, as scholars tell it.
Lore
Archaeology
Digging, dating and handling ancient sites and objects.
Lore, Deduction
Equipment Crafting
Building and repairing tools, gear and simple devices.
Crafting
Spren Watching
Which 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.
Expertise
What it covers
Pairs with
Blacksmithing
Repairing shields, forging spearheads, judging steel at a glance.
Crafting
Weapon Maintenance
The daily rituals that keep gear ready and stop it failing at the worst moment.
Crafting
Duelling & the Arena
The right of challenge, seconds, the rules of a duel, and playing to the crowd.
Presence skills, Weaponry
Athletic Conditioning
Pacing a forced march, breathing, pushing past exhaustion.
Athletics
Cavalry Operations
Charging with a lance, controlling a horse in battle, caring for a warhorse.
Athletics, Heavy Weaponry
Shardblade Stances
Windstance, Stonestance, Smokestance and the rest. Most people only ever see them from a distance.
Heavy Weaponry
Soldiering
Drill, line fighting and holding a shield wall.
Heavy Weaponry, Athletics
Bodyguard
Spotting threats to a charge and putting yourself in the way.
Perception
Wrestling & Brawling
Grapples, throws and fighting dirty.
Athletics
Battlefield Medicine
Keeping 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.