Special knowledge about particular, narrow subjects are known as wises. These are different from abilities, skills and traits – they have no rating and are used instead to supplement any appropriate tests with one of three effects: spending a fate to reroll a single failed die, spending a persona to reroll all failed dice, or assisting another player making their test.
Every character can have up to four wises. Multiple wises can be used on a single test, but only for different effects – you may not use the same effect more than once per roll.
All characters start with one wise. Demihumans can choose an additional wise, as described below.
You can choose a wise for a particular settlement, terrain feature, or adventure location: Candlekeep, Dragonsmaw, Highwater, Homewise, Ironwold, Mistvale, The Labyrinth, Westerlund, etc.
Bearwise, Bugwise, Cattlewise, Dragonwise, Goblinwise, Horsewise, Houndwise, Koboldwise, Orcwise, Ratwise, Spiritwise, Trollwise, Zombiewise, etc.
Banditwise, Barbarianwise, Cultistwise, Dwarfwise, Guildwise, Immortalswise, Noblewise, Piratewise, Slavewise, Soldierwise, etc.
Armorwise, Axewise, Bookwise, Bowwise, Brewwise, Burdenwise, Chantwise, Clothwise, Coinwise, Cursewise, Drinkwise, Duelwise, Fiefwise, Forgewise, Gamblingwise, Guildwise, Harpwise, Herbwise, Idolwise, Illusionwise, Ironwise, Lockwise, Lyingwise, Mapwise, Potionwise, Roadwise, Ropewise, Rumorwise, Saltwise, Scamwise, Shieldwise, Shipwise, Skirmishwise, Spearwise, Stonewise, Stormwise, Summonwise, Swordwise, Toolwise, Trackswise, Trapwise, Trinketwise, Tunnelwise, Warwise, Woodwise, Ugly Truth, etc.
Wises that are too generic and/or inappropriate are disallowed: Angerwise, Woundwise, Sickwise, Hungerwise, Adventurewise, Alignmentwise, Chaoswise, Undeadwise, Townwise, Campwise, Fightwise, RPGwise, GMwise, Plotwise, etc.
All stocks available to players share the Common tongue. Demihumans such as elves, dwarves, and roden may freely speak their own languages.
All other languages require a wise or monster knowledge like Orc-wise or Kobold-wise.
When you learn enough about these creatures to speak with them, you can engage with them in arguments, riddles, speeches, and negotiations. Otherwise those actions and conflicts are restricted until you develop some method of communication, such as the Wisdom of the Sages spell.