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\ifdefined\glossarytitle
\relax
\else
\newcommand\glossarytitle{Lexicon}
\fi
\glsdefpostdesc{people}{.\space\adforn{15}\space}
\glsdefpostdesc{rules}{.\space\adforn{35}\space}
\glsdefpostdesc{location}{.\space\adforn{72}\space}
\glsdefpostdesc{symbol}{.}
\glssetcategoryattribute{people}{indexonlyfirst}{true}
\glssetcategoryattribute{god}{glossnamefont}{textsf}
\newignoredglossary*{peeps}
\glssetcategoryattribute{rules}{nonumberlist}{true}
\glssetcategoryattribute{rules}{noindex}{true}
\glssetcategoryattribute{rules}{glossnamefont}{textsc}
\glssetcategoryattribute{location}{glossnamefont}{emph}
% We only want to show full descriptions (e.g. 'PC (Player Character)') in some books. These books make the file '.switch-gls', but most use nothing.
\IfFileExists{.switch-gls}{
\setabbreviationstyle[acronym]{long-short-sc-desc}
}{
\setabbreviationstyle[acronym]{short-sc-desc}
text={spell level},
nonumberlist,
]{lv}{Lv}{Spell Level}
description={convert to ten silver, or a thousand copper pieces},
shortplural={gp},
longplural={gold pieces},
name={The Judge},
text={Judge},
sort={Judge},
description={rolls encounters, interprets the rules, and forgets to bring enough pencils},
description={allow players to declare that some part of their backstory arrives on scene to help the situation. They also grant \glsfmtplural{xp}},
name={An Interval},
text={Interval},
sort={Interval},
description={means quarter of a day -- morning, afternoon, evening, or night}
\newglossaryentry{cycle}{
name={Cycles},
text={cycle},
prefix={a\space},
description={measure time.
They have twelve seasons and last three of our years},
}
description={are liquids or powders which, when thrown in the air, hyper-charge the use of a single magic Sphere, for anyone present next to the burst.
For example, a concoction to boost the Air Sphere would mean a caster with Air 2 could cast a single spell as if they had Air 3},
\newglossaryentry{ingredient}{
name={Ingredients},
description={are substances with elemental affinities, used for powerful alchemical effects.
A griffin's feathers may boost Air magic, or a bear's heart may be used to create a Fire \glsentrytext{talisman}}
\newglossaryentry{talisman}{
prefix={a\space},
first={talisman (a one-use alchemical item)},
firstplural={talismans (one-use alchemical items)},
description={store spells with an activation condition.
Most will strike the nearest, available target, which makes them dangerous to the wrong people, in the wrong hands.
Each spell level in a talisman requires one \glsentrytext{ingredient} aligned to the correct Sphere},
description={are spells given sentience, and function as long-term magical items.
They frequently go awry, as they have a mind of their own, and their own wishes and values},
}
description={give a rough unit for large spaces.
An area is a space made distinct by its features.
In the \glsentrytext{deep}, each cavern might count as an area, while out in the open plains a forest might be composed of the local areas: `the centre with the big, felled tree', `the river's fork', and `the griffins' nesting site'},
name={A Response Action},
sort={Response Action},
text={Response Action},
description={is any action taken as a reaction (usually taken when being attacked)},
description={measure a character's inherent abilities -- Strength, Speed, et c}
category={rules},
nonumberlist,
description={is a roll where the physical dice land on some number.
For example, a `natural 2' is where the dice show `\dicef{1}\dicef{1}', as opposed to a player gaining the result `2' from rolling a `\dicef{3}\dicef{1}' while the character has a -2 penalty to the roll}
text={segment},
prefix={a\space},
category={rules},
description={are scenes which form a larger story},
}
\newglossaryentry{sq}{
name={Side Quests},
text={Side~Quest},
prefix={a\space},
category={rules},
description={are BIND's way of structuring stories.
Each segment has a location (e.g. `Town', or `Forest'), where it `activates' once the \glspl{pc} enter the area},
}
We can imagine it about a metre long, or as wide as the step on your gaming board, or any other length}
description={are any stat on a character sheet, such as Strength, Attack, or a weapon's Damage}
description={means an attack which strikes between the gaps in armour (or other weak point) and deals full Damage, ignoring \glsentrytext{dr}.
See \glsentrytext{covering}.},
\newglossaryentry{covering}{
name={Covering},
category={rules},
prefix={a\space},
nonumberlist,
description={shows how many steps of the dice armour covers.
A creature with \glsentrytext{dr} 5 means that they can subtract 5 from any Damage.
However, if the \glsentrytext{tn} to hit them is 10, with a Covering of 3, then their armour protects only 3 steps of the dice (`10, 11, and 12').
Rolling 3 steps over their \glsentrytext{tn} ($\glsentrytext{tn} 10 + 3 = 13$) means the attack ignores armour, making it \pgls{vitalShot}.
},
}
description={can only happen when a character has no penalty for failure.
The player sets one die to `6', and rolls the other}
}
\newglossaryentry{downtime}{
name={Downtime},
description={between sessions lets characters train, heal, and drink.
Every week in our world, three weeks pass in \glsentrytext{fenestra}}
description={measure of how much luck the character has left, used solely to avoid Damage},
shortplural={FP},
prefix={an\space},
description={provide linear, measure of a character's health and injury},
description={measure how tired, hungry, and fed-up characters feel.
Characters can put up with a number of Exhaustion Points equal to their \glsentrytext{hp}, after which they receive penalties to act},
shortplural={EP},
prefix={an\space},
name={Exhaustion Points (EP)},
description={means the number players need to roll on the dice to achieve a \emph{tie} with the task.
Rolling higher indicates they have their prize, rolling lower means some nasty outcome is upon them, and rolling a tie means both (or neither)},
shortplural={TNs},
prefix={a\space},
description={work as the ``battery power'' of a magic user, which allows them to power spells},
description={measure how many actions someone can take in a round, based on how fast they can move and react},
]{ap}{AP}{Action Point}
\newacronym[
description={form an abstract measurement of how much valuable experience and learning characters have acquired. PCs spend XP to buy Traits},
name={Experience Points (XP)},
nonumberlist,
description={give a rough estimate of a creature's combat abilities},
nonumberlist,
]{cr}{CR}{Combat Rating}
description={-- one of the characters run by the people playing the game},
]{pc}{PC}{Player Character}
\newacronym[
description={show magical shielding from the Force sphere},
]{SP}{SP}{Shield Point}
\newacronym[
description={represent armour of any type, or other states which help avoid Damage},
]{dr}{DR}{Damage Resistance}
\newacronym[
description={ -- anyone in the world played by the \glsentrytext{gm} rather than a player},
prefix={an\space},
prefixfirst={a\space},
\newacronym[
description={books work a little like `print on demand', but it's faster, and cheaper, and if you don't like the paper-quality, you have only yourself to blame},
prefix={a\space},
]{piy}{PiY}{Print it Yourself}
\newacronym[
description={means that the file is for printing, not for reading on a screen},
prefix={a\space},
nonumberlist,
]{pdf}{pdf}{Printable Document Format}
\newglossaryentry{weight}{
name={Weight Rating},
text={Weight},
first={Weight Rating},
category={rules},
nonumberlist,
description={shows how easy something is to carry.
Characters can carry items with a total Weight Rating equal to their \glsentrytext{hp} total.
Creatures have a \glsentrytext{weight} equal to their own \glsentrytext{hp}}
}
description={is the collection of characters a player has.
Players introduce new characters as allies by spending \glsfmtplural{storypoint}, then once their character dies, they take their next \glsentrytext{pc} from the pool},
\newglossaryentry{edge}{
name={The Edge},
sort={Edge},
text={Edge},
first={Edge of Civilization},
description={lies one footstep past the last \glsentrytext{village}.
Beyond this point, only dark forests, empty tundra, and hungry beasts wait.
When people travel off-road, or have to push back the walls of the forest to prepare for civilization's expansions, they have gone beyond the Edge}
}
\newglossaryentry{deep}{
description={is the network of frigid, nearly lifeless caverns, which sits beneath much of \glsentrytext{fenestra}},
\newglossaryentry{sylf}{
name={Sylf},
description={ -- goddess of the forest and mother of all beasts.
The \glsentrytext{guard} exist to either thwart, or feed her, dependng on whom one asks},
description={are the sorry lot who have nothing better to do than wander into the darkness and get eaten},
}
\newglossaryentry{templeOfBeasts}{
name={Temple of Beasts},
prefix={a\space},
nonumberlist,
description={see the `\glsentrytext{guard}' and `\glspl{bothy}'},
\newglossaryentry{jotter}{
name={Jotters},
text={jotter},
prefix={a\space},
description={do paperwork for the \glsentrytext{guard}, and control everything that their seniors don't care to manage}
}
\newglossaryentry{sunGuard}{
name={The Sun Guard},
sort={Sun Guard},
text={Sun Guard},
prefix={a\space},
description={are the upstanding soldiers who protect the city from all the unwashed masses, while wearing shiny-white tabards}
}
\newglossaryentry{blight}{
name={A Blight},
text={blight},
sort={Blight},
description={is an area too full of goblins for anyone to live.
Most blights have at least one cave or portal to the underground goblin realm}
\newglossaryentry{village}{
name={Baileys},
text={bailey},
prefix={a\space},
description={are walled villages, which stands beyond the protection of any towns, and endure attacks by wandering monsters.
They mark the \glsentrytext{edge} of civilization, as nothing lies beyond them except the wild forest},
}
\newglossaryentry{bothy}{
name={Bothies},
text={bothy},
plural={bothies},
prefix={a\space},
description={are small half-way houses on long roads, built so that travellers can sleep safely after Sundown.
Some have a single fireplace, and enough room for a half a dozen people and a donkey},
}
\newglossaryentry{broch}{
name={Brochs},
text={broch},
prefix={a\space},
description={ a well-armed \glsentrytext{village}, stuffed and staffed by the \glsentrytext{guard}, stands between any \gls{village} lucky enough to have one, and the \glsentrytext{edge}.
A ring of flat earth surrounds each one, which allows the \glsentrytext{guard} to loose their arrows at predators approaching civilization},
description={is a great orb in the sky, commonly supposed to be where the gods live.
It is a planet, around the size of Jupiter},
\newglossaryentry{fenestra}{
name={Fenestra},
description={is the moon where these stories take place.
\newglossaryentry{abderian}{
name={Abderian},
description={is the goddess of poison and rot.
When she kills someone, she brings them to her banquet of pain, to see how long they can resist eating her rancid food},
}
\newglossaryentry{wheatGuild}{
name={The Wheat Guild},
text={Wheat Guild},
sort={Wheat Guild},
description={protects humanity from poison and rot, through baking, brewing, and distillation},
}
\newglossaryentry{templeOfPoison}{
name={Temple of Poison},
prefix={a\space},
symbol={\glsentrytext{poison}},
nonumberlist,
description={see the \gls{wheatGuild}},
\newglossaryentry{server}{
name={Servers},
text={Server},
prefix={a\space},
description={make food for the \glsentrytext{wheatGuild} all day, and every \glsentrytext{warden} has one in their employ}
description={takes those who die of sickness or age.
Many people save up their whole lives to be allowed into the \glsentrytext{healersGuild} once they become old, so they can die in peace, and go to his realm},
prefix={a\space},
symbol={\glsentrytext{sickness}},
description={Here the sick, disabled, or dying of \glsentrytext{fenestra} tend to each other.
Long-term staff always have some long-term disability, such as missing limbs.
Many of the \glsentrytext{guard} start a new career here},
}
\newglossaryentry{templeOfSickness}{
name={Temple of Sickness},
prefix={a\space},
symbol={\glsentrytext{sickness}},
nonumberlist,
description={see the \gls{healersGuild}},
\newglossaryentry{helper}{
name={Helpers},
text={Helper},
prefix={a\space},
description={tend to the sick and dying, on behalf of the \glsentrytext{healersGuild}.
The temple only takes on new people from those with a disability of some kind, so the grounds are maximally accessible to everyone.
The \glsentrytext{guard} who endure permanent injuries often retire as Helpers},
}
\newglossaryentry{paik}{
name={Paik},
description={is the god of death by justice.
When bandits swing from the noose in the \glsentrytext{court}, Paik takes them to his realm, and taunts them forever}
description={sell various potions and blessings},
description={help with births, blessings, and beginnings of all kind.
They protect the population from misgeneis -- the death which occurs before life.
Nobody begins a business venture or party without a blessing from a Doula},
\newglossaryentry{court}{
name={The Pit of Justice},
text={Pit of Justice},
prefix={a\space},
description={is where a town's \glsentrytext{warden} resolves legal disputes, and decides on the correct punishment for criminals.
All trials must be on display, to warn the people about the consequences of crime, so they can learn that justice always prevails}
}
\newglossaryentry{templeOfJustice}{
name={Temple of Justice},
prefix={a\space},
symbol={\glsentrytext{justice}},
nonumberlist,
description={see the \gls{court}},
\newglossaryentry{warden}{
name={Wardens},
text={Warden},
description={make the laws and decide fitting punishments for criminals}
\newglossaryentry{sable}{
name={Sable},
description={releases cold into the world to watch people lay down and die in the snow, then takes them to his frigid realm, to place their frozen spirits there like an ornament}
}
\newglossaryentry{weaversGuild}{
name={The Weavers' Guild},
text={Weavers' Guild},
description={houses a massive fire, many looms, and plenty of space for anyone who wants to hear a long story.
The Guild exists to prevent death by frost},
}
\newglossaryentry{templeOfFrost}{
name={Temple of Frost},
prefix={a\space},
symbol={\glsentrytext{frost}},
nonumberlist,
description={see the \glsentrytext{weaversGuild}},
}
\newglossaryentry{weaver}{
name={Weavers},
text={Weaver},
prefix={a\space},
description={produces the best and warmest of clothes for \glsentrytext{fenestra}'s harsh cold seasons},
\newglossaryentry{wrecan}{
name={Wrecan},
When people fight each other, she takes their soul to her realm of eternal war},
}
name={The Armourers' Guild},
text={Armourers' Guild},
prefix={an\space},
description={take in angry, young people, and redirect their anger into work and negotiation skills.
They handle all the major disputes which nobody wants to take to the \glsentrytext{templeOfJustice}},
\newglossaryentry{templeOfHate}{
name={Temple of Hate},
prefix={a\space},
symbol={\glsentrytext{hate}},
nonumberlist,
description={see the \glsentrytext{armourHall}},
\newglossaryentry{armourer}{
name={Armourers},
text={Armourer},
prefix={an\space},
description={work in the \glsentrytext{armourHall} and guard civilization from death by Hate, with a combination of excellent armour, and diplomatic skills}
}
\newglossaryentry{yonder}{
name={Yonder},
description={is the god who kills by curiosity.
When idiots go to investigate something which sensible people would leave alone, they say their soul goes to live with \glsentrytext{yonder}.
Nobody knows what happens after that, and there's only one way to find out\ldots},
They always need more basilisk bodies to make the latter two},
\newglossaryentry{templeOfCuriosity}{
name={Temple of Curiosity},
prefix={a\space},
symbol={\glsentrytext{curiosity}},
nonumberlist,
description={see the \glsentrytext{paperGuild}},
\newglossaryentry{seeker}{
name={Seekers},
text={Seeker},
prefix={a\space},
description={travel to deliver messages, and gather information for the \glsentrytext{paperGuild}}
}
\newglossaryentry{scribe}{
name={Scribes},
text={Scribe},
prefix={a\space},
description={are anyone who works for the \glsentrytext{paperGuild}.
Most spend their time making books or soap}
%%%%% Seasons
\newglossaryentry{Qualmea}{
name={Qualmea},
prefix={a\space},
nonumberlist,
description={ -- \glsentrytext{fenestra}'s first season, when the ground quakes, and the \glsentrytext{ainumar} creates a long eclipse},
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}
\newglossaryentry{Atya}{
name={Atya},
prefix={an\space},
nonumberlist,
description={ -- \glsentrytext{fenestra}'s second season},
}
\newglossaryentry{Alassea}{
name={Alassea},
prefix={an\space},
nonumberlist,
description={ -- \glsentrytext{fenestra}'s third season, when the wind bites},
}
\newglossaryentry{Cantea}{
name={Cantea},
prefix={a\space},
nonumberlist,
description={ -- \glsentrytext{fenestra}'s fourth season},
}
\newglossaryentry{Calea}{
name={Calea},
prefix={a\space},
nonumberlist,
description={ -- \glsentrytext{fenestra}'s fifth season, when the Sun shines hot, and basilisks wander even at night},
}
\newglossaryentry{Verea}{
name={Verea},
prefix={a\space},
nonumberlist,
description={ -- \glsentrytext{fenestra}'s sixth season},
}
\newglossaryentry{Otsea}{
name={Otsea},
prefix={an\space},
nonumberlist,
description={ -- \glsentrytext{fenestra}'s seventh season, when earthquakes destroy walls},
}
\newglossaryentry{Toldea}{
name={Toldea},
prefix={a\space},
nonumberlist,
description={ -- \glsentrytext{fenestra}'s eigth season},
}
\newglossaryentry{Laiquea}{
name={Laiquea},
prefix={a\space},
nonumberlist,
description={ -- \glsentrytext{fenestra}'s ninth season, when the Sun scorches the earth},
}
\newglossaryentry{Quainea}{
name={Quainea},
prefix={a\space},
nonumberlist,
description={ -- \glsentrytext{fenestra}'s tenth season},
}
\newglossaryentry{Minquesta}{
name={Minquesta},
prefix={a\space},
nonumberlist,
description={ -- \glsentrytext{fenestra}'s eleventh season, when freezing winds blow, and the \glsentrytext{ainumar} plunges the world into day-time darkness},
}
\newglossaryentry{Ohta}{
name={Ohta},
prefix={an\space},
nonumberlist,
description={ -- \glsentrytext{fenestra}'s twelfth and final season, before the \glsentrytext{cycle} starts again},
}
\newglossaryentry{plant}{
type=symbols,
sort=Plant,
nonumberlist,
name={\adfhangingflatleafleft},
description={Plant, probably dangerous}
}
\newglossaryentry{N}{
type=symbols,
nonumberlist,
name={\Hygiea},
\newglossaryentry{R}{
type=symbols,
sort=Morph,
nonumberlist,
name={\NorthNode},
description={Morphed creature}
}
\newglossaryentry{D}{
type=symbols,
nonumberlist,
name={\Lilith},
}
\newglossaryentry{T}{
type=symbols,
nonumberlist,
name={\Opposition},
description={A team of multiple creatures}
}
\newglossaryentry{F}{
type=symbols,
nonumberlist,
name={\Venus},
description={Female}
}
\newglossaryentry{M}{
type=symbols,
nonumberlist,
name={\Mars},
description={Male}
}
\newglossaryentry{E}{
type=symbols,
nonumberlist,
name={\Mercury},
description={Sentient (any gender or none)}
}
\newglossaryentry{A}{
type=symbols,
nonumberlist,
name={\Taurus},
description={Animal}
}
\newglossaryentry{poison}{
type=symbols,
sort=Abderian,
nonumberlist,
name={$\Large\Circle$\hspace{-1em}\adfflowerleft},
description={Temple of Poison}
}
\newglossaryentry{sickness}{
type=symbols,
sort=Eldren,
nonumberlist,
description={Temple of Sickness}
}
\newglossaryentry{misgen}{
type=symbols,
sort=Misgenesis,
nonumberlist,
description={Temple of Misgenesis}
}
\newglossaryentry{justice}{
type=symbols,
sort=Paik,
nonumberlist,
description={Temple of Justice}
}
\newglossaryentry{beasts}{
type=symbols,
sort=Sylph,
nonumberlist,
description={Temple of Beasts}
}
\newglossaryentry{frost}{
type=symbols,
sort=Sable,
nonumberlist,
description={Temple of Frost}
}
\newglossaryentry{hate}{
type=symbols,
sort=Hate,
nonumberlist,
description={Temple of Hate}
}
\newglossaryentry{curiosity}{
type=symbols,
sort=Curiosity,
nonumberlist,
% RACES
\newglossaryentry{Dw}{
type=symbols,
nonumberlist,
name={\Vulkanus},
description={Dwarf}
}
\newglossaryentry{El}{
type=symbols,
nonumberlist,
name={\Moon},
description={Elf}
}
\newglossaryentry{Hu}{
type=symbols,
nonumberlist,
name={\Saturn},
description={Human}
}
\newglossaryentry{Gn}{
type=symbols,
nonumberlist,
name={\Kronos},
description={Gnome}
}
\newglossaryentry{Nl}{
type=symbols,
nonumberlist,
name={\Admetos},
description={Gnoll}
}
\newglossaryentry{squash}{
type=symbols,
nonumberlist,
name={\Vesta},
description={Play this \gls{sq} at the same time as the available one (i.e. not from the same \gls{sq})}