These nonmagical items have a variety of uses. Some can be used or acquired by anyone, while others require specialized lore.
Cloakcraft are items used for skullduggery and the like, requiring a great deal of specialized knowledge to deploy. You can buy them with credit, but they're useless unless you know The Cloak lore.
Healingcraft are medical supplies. Anyone can use these items, though they require Medicine to craft.
These items enhance the ✪ Tell the Tale ability from the Song lore.
Books and gifts come in many forms.
Books often contain random lore references, which are important if you plan on engaging in the Scholarship downtime endeavor. See Experience & Downtime for more details on lore references.
When you find a book on your adventure, the Guide might specify what lore references it contains. Otherwise—and if you start the game with a book—randomly determine the book’s lore references, and give the book a name based on them.
Random lore references. Roll a d4 to determine how many lore references the book has. Then roll a d100 to determine what each lore reference is, based on the tables below.