A common problem for players trying to improve on the customisation of their characters is finding a suitable list of possible skills; languages are, of course, part of these. Here we present a list of others. They can be used as proficiencies in systems such as AD&D 2nd edition, as characterizing skills in systems such as Role Master or D&D 3rd edition, or to build the character from scrap if you are using WotC's Ars Magica or something similarly nonsensical.
Masters should be careful not to let all classes access all possible skills as some actually define them; to help them do that, we are dividing the main skills (those are likely to be used often during the game) in cathegories; each cathegory presumably requires a special training or schooling, and character classes can be built simply by assigning these.
There is then a list of skills any character should be able to develop as an amateur.
Some of the skills offered will necessarily seem obscure (e.g., one could wonder why DwarvenWorld sorcerers are usually able to sculpt) or incomplete (e.g., most of you would wonder what the Hell is Double Counterpoint); this is because they will be explained in separate sections (those on magic, arts and warfare) that haven't been put on line yet; we apologise for the inconvenience, which shall be fixed quite soon.
Artistic abilities
Reading and Writing ("Grammar"; the level of this ability should be inferior to the level of the character's main language)
Singing (and poetry; the level of this ability should be lower than that of Reading and Writing)
Playing a specific instrument (includes double counterpoint, construction and maintenance)
Monastic singing (and geometrical composition; the level of this odd ability should be lower than that of Playing or Singing)
Painting
Sculpture
Street wisdom (this ability should be reserved to wandering minstrels and the such)
Academic abilities
Reading and Writing ("Grammar"; the level of this ability should be inferior to the level of the character's main language)
Elder Gorhadian (the language)
Rhetorics (the level of this ability should be lower than that of Reading and Writing)
Dialectics (the level of this ability should be lower than that of Rhetorics)
Mathematics
Right (law)
Arvarian Theology (only in the Empire)
Arcane abilities
Stygian (or Old Nebrian, the language)
Mathematics
Interferential magic (the level of this ability should be lower than that of Mathematics)
Sculpture
Hunters' abilities
Tracking
Mimicry
Moving silently
Setting snares
Using some weapons:
Hunting bow
Knife
Club
Skinning
Animal Empathy (and Lore)
Warriors' abilities
Using all weapons, and in particular those that are used only in war:
Longbow
Crossbow
Swords (long, short, 2-handed, bastard)
Spears
Polearms
Mace
Axes
Morning star
Flail
Warhammer
Using the shield
Fighting in the darkness
Roguish abilities
Using some weapons, especially when easy to conceal:
Dagger or knife
Hand crossbow
Club
Begging
Climbing
Moving silently
Hiding in shadows
Picking locks
Cutting purses (pockets are not known in the DwarvenWorld)
Detecting traps and secrets passages
Concocting poisons
Common abilities are just too many to list them all at once; the most common include
Using a quarterstaff (a common peasant's sport; non-warriors hardly ever learn how to use it well, however)