Disclaimer: None of my own threads have received a grading yet, but I do pay attention to how various storytellers award xp and lores.
That said, I feel that the way lores are currently granted has caused them to balloon past a point of usefulness. Like Siiri stated above, and like
Abashai mentioned in his scrapbook, lores should be pertinent and practical. A player should be able to use them to immediately answer the question
"would my character know about X?" X being the layout of a city, a recipe for a potion, or the ins and outs of a drug trade, for example. They represent the collection of a character's knowledge.
As such, lores should be things like:
Lore of First Aid (Intermediate)
Powerful Groups in Sunberth
Lore of Talderan Wildlife
Vantha Folktales
History of the Syliran Knights
Lore of Yahal
Lore of Siiri's Origins (Basic)
Akvatari Culture
Dual Wielding: Advantages and Disadvantages
These all have an applicable use. They benefit play by telling a player what their character knows.
Lores should NOT be things like:
Lore of Being a Jackass
Lore of Eating Oatmeal
Asking Awkward Questions
Wanting to Go Home
Encounters with Cute Girls
Being Naked in Public
They're cute, but they merely document what has happened to a character. They aren't useful in play, nor are they particularly important. After participating on Mizahar for a long time, they'd also take up a lot of space.
Consider that a character sheet is a reference for play, for both writers and storytellers. If something doesn't affect play, it needn't be on the sheet. The utility of the CS as a reference document is hampered when it is clogged with non-relevant information.
Consider too how lores affect Mizahar in the theoretical sense. The point of Mizahar is to tell stories - to have plots move. All plots move because of characters working towards a goal. How are goals worked towards? By making decisions based on information, and then applying one's skills to carry out said decisions. Therefore knowledge is critical to story movement. Knowledge affects what characters can do, by opening greater avenues of choice and action. Since lores are Mizahar's way of codifying that knowledge, they are very important.
Lores turn knowledge into a game mechanic. If lores continue to bloat, if they continue not to represent character knowledge but instead just document happenings, they won't really mean anything anymore. Their power will be diminished. They won't help you determine your character's possible actions based on what you know, and that is bad. In that case, you would simply have to guess at what you know, or arbitrarily decide what you know in a way that storytellers can't easily regulate. This opens the door to god-moding and the game breaking down.
Let's not go there. Let's keep lores conservative. They should solely represent your character's collected knowledge, and not much else.