What follows is a list of written works that can be found in Trinity.
The following is a list of well-known fiction books in Trinity.
The Jade Immortality - Ethyc Qerili
- This is a tale of personal transformation. The story is about a smuggler. It starts in a ghost town. The story begins with a conversion and ends with a door being opened.
Hunt for Vanilla - Damaeus Trirad
- This is a tale about the dangers of obsession. The story is about a paladin. It starts in an underground city. The story begins with the revealing of an impostor.
Justice for Justine - Rath'orlyn
- This is a comedy. The story is about a chaste prophet searching for justice. It starts in a small town in a solar system of magical space travel. An ancient prophecy plays an important role.
The Wicked - Azelf Malin
- The story is about a young paladin who is seeking meaning in life. It takes place in a ghost town in a wealthy realm. A sudden increase in dangerous monsters is a major plot element.
- "Fear belongs in small men with small dreams!"
- This is an epic about the nobility of man. The story is about a stingy druid, a philosopher, and a weak archer. It takes place in a star-spanning magical empire. Different kinds of magic are vying for supremacy in the story.
- This is a horror story. The story is about a lawman. It starts in the ruins of Urilaulri in the Coldlands Territory. The issue of pollution plays a major role in this story.
The Seeming - Lillia Aleksandra
- This morality tale is about twelve watchmen, blessed by a deity. It starts in the imagination of a god. The story begins with temptation in an outpost, climaxes with a dream, and ends with a service. Recovering magical knowledge is a major part of the story, and a powerful spell plays an important role.
Dreams of Dawn - Sabina Sharifa
- This is a drama with an undercurrent about rebellion and how a utopia is possible. The story is about an insane cartographer and a princess who is stalked by a confused knight. It starts in a basement in a metropolis. The story begins with a funeral and ends with an education. A magical artifact plays an important role.
Red and Black - Lando Matrise
- A philosophical story where the character evolution maps to the thirty-eight slots of a roulette wheel.
The following is a list of well-known non-fiction books in Trinity.
Swords of My Father: Design and Manufact - Inigo Montoya (Ronkan)
- This book details the manufacture of swords. Written during the early days of the Ronkan Empire, this is considered the epitomy of swordsmithing texts.
- This book is impressively clear due to incredibly well-done and helpful illustrations. This clarity allows one to determine that it has a lot useful information. Delightfully, the concepts and information do show a great deal of insight.
- This book grants a +5 circumstance bonus on any Craft checks made when crafting a sword of any sort.
A Tome of Magical Art - Adlai (Quenya, Arcanic)
- A beginner's guide to understanding magic, this text was written during the reign of the Woodland League, and is often considered the best book to use when beginning to learn magic.
- This book is reasonably easy to understand mostly due to the good references that help a reader deal with a meandering writing style. Perusing it will show that it has a lot useful information. Despite its good traits, the contents show some plagarism.
- This book grants a +2 circumstance bonus on Knowledge (Arcana) checks.
Essential Thamaturgy - Mozai Kalathorn (Arcanic, Ronkan, Kiltian)
- An introduction to magic, this tome is written in a rather incoherent style, though it was intended to be used as a beginner's guide to magic; additional sections near the end detail more advanced spellcraft theory. Written during the height of the Ronkan Empire, it is considered to be far superior to other introductory texts, though the effort it takes to parse often makes it a secondary and hard-to-find choice.
- This book is muddled. With time, intellect, or both, one can make sense of the book, and it will be revealed that it is extremely informative.
- This book grants a +4 circumstance bonus on Knowledge (Arcana) checks.
The Adept's Treatise of Silence - Troy Yoshiro (Tipan)
- A philosophical text attempting to understand the nature of the void. Written some time after the uniting of the Clavat peoples by Konoe Ishikaru, the author was a Genji who sought more philosophical pursuits.
- This book is impressively clear due to careful, well-planned chapters. The book's well-done nature allows one to easily find that it is reasonably useful. After some reading, it is apparent that the ideas within make you see things differently.
- This book grants a +3 circumstance bonus on Knowledge (The Void) checks.
The Book of Zemphitidus - Zemphitidus (Lynae)
- A book of prophecy, written by a halfling who went mad. Foretold a good number of events, including the possible return of the prophet moths, the colonization of Ganymede, and the coming of the tyranid invasion. There are also a good number of other events foretold that have yet come to pass.
Learning from Non-Fiction Texts
Non-fiction texts allow you to better understand a topic when trying to understand a question, and thus generally grant a circumstance bonus, usually +1 to +5, to a specific skill, generally a Craft, Knowledge, or Profession skill.
This bonus is granted when the book itself is referenced during the check; as such, doing so extends the time required to make the check by a rather unreasonable amount.
Alternatively, a character can attempt to truly learn the information contained in a book, committing the information to memory and allowing him to call upon it at any time. The difficulty to do this depends upon a number of factors, including the character's familiarity with any and all languages used in the book, his ability to learn and process information, and the amount of useful information in the book.
Step 1: Calculate DC
The base DC to effectively learn the useful information contained in a book is equal to 10 plus triple the bonus the book grants.
This DC is then modified based upon how well you understand the language used in the book. A book of +1 or +2 requires a simple understanding of the language; +3 or +4 requires an involved understanding; and +5 or higher requires an intricate understanding, as per the language mechanics. If your Read/Write Language in the language the book is written in cannot reach this DC on a take 10, the DC increases by double the difference (ie, if you need an 18 and can only get a 14, the DC increases by 8).
Repeat this process for each additional language the book uses. The learning DC increases for failing to meet the language DC, however, are not doubled before being added.
- Example: You are trying to learn the information in The Adept's Treatise of Silence. You only Read/Write Tipan with a +3. The book grants a +3 bonus, so its base DC is 19, and is considered involved, so the language DC is 15. You can only hit a 13, so the DC increases by 4 (15 - 13 = 2, x 2 = 4), for a total DC of 23.
- Example: You are trying to learn the information in Essential Thamaturgy. You Read/Write Arcanic at +4, Ronkan at +5, and Kiltian at +1. The book grants a +4 bonus, so its base DC is 26, and is considered involved, so the language DC is 15 for each language. For Ronkan, the book's primary language, you can hit a 15, and so the base DC doesn't increase due to Ronkan. However, you can only hit a 14 for Arcanic and an 11 for Kiltian, increasing the base DC by a total of +5 (15 - 14 = +1 for Arcanic, 15 - 11 = +4 for Kiltian). The total DC for comprehending the book is 31.
If the book has been translated from the original language(s), increase the DC by the book's bonus again.
Step 2: Study
You must spend 8 hours studying the book for a number of days equal to the square of its bonus: so one day for a +1, to twenty-five days for a +5.
You can split this required time up over more sessions.
Step 3: Reading Comprehension Check
At the end of studying, you make a Read/Write Language check in the book's primary language against the DC calculated in Step 1.
If you succeed, you have successfully studied and committed to memory the information the book holds. You gain an insight bonus to skill checks with the relevant skill equal to your Intelligence modifier (or Education modifier, if that is being used; this is not an option if Edu is used) or the book's circumstance bonus, whichever is lower.
Using the book no longer grants you a circumstance bonus to the skill in question.
If you read multiple books that cover the same topic (that is, grant a bonus to the same skill), and successfully commit additional books to memory, your insight bonus increases by the same amount minus how many books you have read beyond the first.
- Example: If you have an Int of 18 (+4) and read three books on Knowledge (Arcana), you have a +9 insight bonus; +4 for the first, +3 for the second, and +2 for the third.