((Found a better map. That court seems to be a very expensive tavern...))
((A word of advice, diplomacy checks CAN be ignored by players, like conversations in real life, but bluff cannot, which is the ability to lie.
Perception is to see things, insight is to see through things, like illusions and lies.
Streetwise is to find out information on towns and cities, history is to find out about almost anything, provided something has happened with it (ie. a dead religion, stories, legends, etc.)
Arcana is to find out something with magical origin (magical items, arcane monsters). Religion is the same except with divine origin (divine monsters, holy relics, etc.)
Theivery is to steal or plant something on someone (like pickpocket in skyrim). Stealth is your ability to move silently or become hidden (rogues will use these a lot for sneak attack).
Athletics is for climbing, running and swimming whereas acrobatics is jumping or balancing. Athletics is used for a running jump however.
Dungeoneering is pretty much the common sense check for dungeon checks. It is never a be all end all check, but if arcana/perception checks fail, wouldn't hurt to do this. Nature is used for anything natural, such as skinning an animal, taming an animal/monster, or looking at "natural" creatures (likewise with arcana/religion checks on monsters of their respective origin)
Intimidate is used to attempt enemies to surrender, or simply to scare people. Endurance is, literally, the ability to endure. Hunger, thirst and treading water all take endurance checks, as well as naturally healing from diseases. Lastly, heal checks are used to heal someone else, other then yourself, from diseases, broken limbs, etc. (anything that doesn't get healed from an extended rest usually will require a heal check).
Knowing what skills can do what will allow you to enjoy roleplay and battles more.))