diff --git a/First_Blood.tex b/First_Blood.tex index ef7043be28e4bd01f5a9a044a9b57f421ddd13bd..6a87888f76898e5055a6ccd310ac258fd860227a 100644 --- a/First_Blood.tex +++ b/First_Blood.tex @@ -909,7 +909,7 @@ The next unit of space is the `\gls{area}'. An \gls{area} is just any \gls{area} \chapter{Races \& Cultures}\index{Cultures} -\section{Dwarven Citadels}\index{Dwarves} +\section[Dwarves]{Dwarven Citadels}\index{Dwarves} Far underground, below the soil or coiled up within mountains, the underwyrms roam. Some are as long as a castle, while others stretch only the length of a few horses. Their head is that of a streamlined lizard, and they snake, limbless through the bowls of the world, jutting aside or just eating earth and stone. They feed on a combination of minerals, rocks and the underground fungi. And in their path they leave wide, wide tunnels. @@ -947,7 +947,7 @@ Dwarves who leave the mountain are generally traders, but since all male dwarves Other dwarves will leave specifically in search of glory and wealth. They will introduce themselves in a formal manner as adventurers and inquire about local military tasks. Their wealth will be focussed on buying good quality weapons and armour and any spare will be donated to their local temple. -\section{Elvish Glades}\index{Elves} +\section[Elves]{Elven Glades}\index{Elves} Elves array themselves in a circular fashion around a sacred spot where mana springs up from the ground like a wellspring. Typically, elves base their society around `underglass' houses. They first excavate the entire house with two openings to the top -- one as an exit and the other as an above-ground window. The window is composed of thick glass -- thick enough for a herd of deer to gallop across. It lets in sunlight during the day, and at night, when elvish hearths bloom, little lights can be seen across the forest bed as the fire-light shines out of the underglass houses. @@ -980,7 +980,7 @@ Player characters will start as younger elves, without the experience, keen inte Elves tend to view their own young as expendable. They do not reproduce rapidly, but over long centuries a single elf can easily have many children. Since the youth tend to be stronger than their elders, these young things are encouraged to perform the most dangerous of tasks such as hunting large animals or defending a village through melee rather than with a bow. As a result of this attitude, elves encourage many of their young to go out into the world and seek knowledge before they become old, frail and strange. -\section{Gnoll Hunting Grounds} +\section[Gnolls]{Gnoll Hunting Grounds} Small groups of \index{Gnolls}gnolls mark out miles upon miles of ground as their own hunting grounds. They do not farm or make stone houses or metal instruments -- they make only basic hunting weapons and temporary shelters. Generally, they are organised into families and a group of families will organise into a clan. People change from one clan to another depending upon romantic partners or where they find themselves. The most important thing to a gnoll is their hunting party -- gnoll hunting parties generally travel everywhere together. @@ -1002,7 +1002,7 @@ Gnolls are naturally aggressive creatures. They start with an Aggression score o Gnolls are highly tribal creatures, but can be excluded from their own societies for a variety of offences, such as failing a martial challenge and then fleeing rather than accepting death. These rogue gnolls who do not manage to join another tribe can end up wandering the lonely path of the adventurer. Others are `corrupted' (as their fellow gnolls see it) by the worldly goods of the other humanoids -- they gain a taste for wine, clothes, horses, jewellery and such then end up trying to grab money in order to get more. -\section{Gnomish Warrens} +\section[Gnomes]{Gnomish Warrens} \index{Gnomes}Gnomes live in little warrens, under the ground, but enjoy lots of sunlit openings near the edge of their villages. Their network of tunnels and homes extend often up to fifty feet below the ground. These little communities often keep two-level farms -- they tunnel beneath what others consider to be good farmland and then pull cabbages, potatoes, carrots and other rooting vegetables down from the ceiling rather than up from the earth. They consider humans to be quite backwards, since the vegetables clearly emerge at the bottom when they are grown. @@ -1024,7 +1024,8 @@ Gnomes often have a hard time focussing on things, but once they successfully do \subsection{Starting Characters} Gnomes are fairly adventure-averse as a rule, but have a knack of ending up on them by accident. Many adventure in order to pick up rare jewels for alchemical mana stones. Some few gnomes take to thievery and don't so much adventure as accompany adventurers in order to wait for lucrative opportunities. -\section{Human Towns} +\section[Humans]{Human Towns} + \index{Humans}Humans arrange themselves into towns at the centre of a sprawling mass of villages, reaching out across the land like tendrils. The houses in the village will each pay some portion of their goods to the \index{Villagemaster}Villagemaster who will live separately from the other humans in a larger house, often with human servants. The villagemasters will then give a portion of their earnings to a \index{Townmaster}Townmaster. The villages produce foods while the towns produce specialist products from guilds. The guilds might be in charge of breads, horses, weapons, ale, clothing or anything else which humans can produce. Almost every human \ family in a town is part of a guild which then trades their produce for the villages' food. The townmasters then bring in more food by paying the guilds for produce with coin, which the guilds then use to buy more food. Humans love hierarchies and are often confused about what they are doing if they cannot identify a nearby leader. In the villages, houses are build half above ground and half below, with thatch or slate roofs. In towns, all houses are build well above the ground, sometimes with one house on top of another so that people must climb ladders to get to the top. Humans' incredible strength gives them the ability to break stone and port it from far away quarries to build immense houses above the ground, sometimes up to four houses high.