Books include ancient tomes, illuminated manuscripts, crumbling scrolls, and leather-bound grimoires brimming with arcane spells, forgotten histories, prophetic verses, or personal chronicles. Discovered in towering libraries, secluded hermitages, ruined temples, or the hoards of dragons and liches, they safeguard lost knowledge, unveil hidden truths, or channel potent magic. Many grant wisdom or power to the reader; others bear curses that twist mind and soul.
Reading skill books in play. Some books are set up to take time to read. At the table, choose your character, open the book from their stuff, and use Read if the button shows up—you only get that option when they can actually read the language the book is written in. When they finish, they earn whatever training the book grants (often something like skill points). The table keeps track separately for each character and each physical copy of the book: two different heroes can each finish the same shared book once, but the same hero cannot get that reward twice from that same copy. If you run the game and you can manage that book in the campaign, Unread Book lets you clear the “already finished” state for that reader and that copy so they can study it again for story reasons; it does not take away skill points they already gained.