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description={are anyone who works for the \glsentrytext{paperGuild}.
\longnewglossaryentry{chandler}{
name={Chandlers},
text={chandler},
category={rank},
description={make candles, in a hot, humid, basement.
Everyone in the \glsentrytext{paperGuild} must begin here, in order to understand the effort light demands},
}
name={Seekers},
text={Seeker},
prefix={a\space},
description={travel to deliver messages, and gather information for the \glsentrytext{paperGuild}},
}
\longnewglossaryentry{cartographer}{
name={Cartographers},
text={cartographer},
description={create, confirm, and update maps.
The most valuable of these contain information on \glsentrytext{ingredient}-rich ground, which they use for \glsentrytext{alchemy} spells to learn about the landscape, so they can make more maps},
}
\longnewglossaryentry{librarian}{
name={Librarians},
text={librarian},
sort={6},
prefix={a\space},
parent={templeOfCuriosity},
category={rank},
description={run libraries.
The previous librarian selects them},
}
\longnewglossaryentry{philosopher}{
name={Philosophers},
text={philosopher},
prefix={a\space},
parent={templeOfCuriosity},
category={rank},
description={write books about what the previous Philosopher tried to say, in language so precise that nobody else can read them},
}
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\longnewglossaryentry{cOne}{
name={Niquis},
prefix={a\space},
sort={1},
parent={cycle},
description={is the first \glsentrytext{cycle}, and start with mild weather, and after three days an eclipse blots out the \glsentrytext{ainumar}.
At the end, an unusually warm \glsentrytext{storm} allows any cold-blooded \glsentrytext{monster} one last opportunity to gorge before the temperature drops rapidly},
}
\longnewglossaryentry{cTwo}{
name={Sables},
prefix={a\space},
sort={2},
parent={cycle},
description={begins the second \glsentrytext{cycle} with a warm \glsentrytext{storm}, then immediately after brings cold snow, then more each day.
At the half-way point -- day thirty -- a fifteen-hour eclipse plumets \glsentrytext{fenestra} into the black, frozen abyss of space.
People say the eclipse represent's \glsentrytext{sable}'s attempt to destroy \glsentrytext{fenestra}},
}
\longnewglossaryentry{cThree}{
name={Halkin},
prefix={a\space},
sort={3},
parent={cycle},
description={begins the third \glsentrytext{cycle} with a long \glsentrytext{storm} as \glsentrytext{grummel} pulls \glsentrytext{fenestra} back from the shadows to consume more souls and awaken every \glsentrytext{basilisk} from hibernation.
Three days before the end, an eclipse marks \glsentrytext{sable}'s retreat as the last \glsentrytext{basilisk} awakens},
}
\longnewglossaryentry{cFour}{
name={Umba},
prefix={an\space},
sort={4},
parent={cycle},
description={works like Spring, bringing warmth, lambs, and myriad insects.
As the fourth \glsentrytext{cycle} out of six, it marks the half-way point, when the weather becomes warmer},
}
\longnewglossaryentry{cFive}{
name={Sylfs},
prefix={a\space},
sort={5},
parent={cycle},
description={begins the fifth \glsentrytext{cycle} with a cold-snap eclipse, just as the \glsentrytext{storm} hits, then quickly becomes scorching hot.
No sane creature stays in the Sun for long during this \glsentrytext{cycle}},
}
\longnewglossaryentry{cSix}{
name={Lantalka},
prefix={a\space},
sort={6},
parent={cycle},
description={begins the last \glsentrytext{cycle} with an eclipse and a sudden temperature drop.
The next day returns to feeling warm, but never quite as warm as in \glsentrytext{cFive}.
Over the next sixty days, the temperature slowly falls, until \glsentrytext{cOne} begins a new year},
}
% Weather
\longnewglossaryentry{weather}{
name={Weather},
prefix={a\space},
parent={travel},
type={mech},
description={can spell death for anyone who doesn't take it seriously.
Some of these cosmological terrors will lay waste to the underprepared, while others sneak up on them slowly},
description={brings the face of the \glsentrytext{ainumar} up close at the end of each \glsentrytext{cycle}.
As the face of the gods looks a dozen-times larger than usual, the ground quakes, lightning strikes, the wind rips houses apart, and tidal waves thrash at every shore.
During this time, underground people venture deeper underground, while land-dwelling people often leave their houses in search of an empty space.
Any structure not built to withstand the quakes has a 1 in 6 chance of toppling, and travel speeds reduce to half.
No sane creature lives by the sea in \glsentrytext{fenestra} -- the tidal waves remove all civilization from every shore},
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\longnewglossaryentry{coldSnap}{
name={Cold Snaps},
text={cold snap},
prefix={a\space},
type={mech},
parent={weather},
description={can drain the life from characters and wildlife in a blink.
During the cold, each \glsentrytext{interval} without protection inflicts 2~\glsfmtplural{ep}.
The mass disturbances in the air, mixed with the darkness, creates a kind of magic in the air, which grants +1 to everyone's Fate \glsentrytext{sphere}},
}
\longnewglossaryentry{earthquake}{
name={Earthquakes},
text={earthquake},
prefix={an\space},
type={mech},
parent={weather},
description={can topple \glsentrytext{village} walls, houses collapse inward, and gnomish warrens have their planning tested from the foundations to the rooves.
Despite the shaking, most structures remain standing.
Architects in \glsentrytext{fenestra} design castles for quakes, and dwarvish settlements, down at the edge of the \glsentrytext{deep}, often feel nothing, as underground caverns don't shake during quakes as badly as the surface does.
When quakes break bedrock, everyone with the tiniest understanding of magic finds themselves able to speak to stone, at least a little, as rocks and ice start to wake up.
This time grants a +1 bonus to everyone's Earth \glsentrytext{sphere}, for the short duration of the quake},
}
\longnewglossaryentry{eclipse}{
name={Eclipses},
text={eclipse},
prefix={an\space},
type={mech},
parent={weather},
description={plunge \glsentrytext{fenestra} into sudden daytime darkness, as the \glsentrytext{ainumar} blocks the Sun.
For this entire \glsentrytext{interval}, the winds becomes more pliable, and anyone with a voice to speak gains +1 to their Air \glsentrytext{sphere}},
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}
\longnewglossaryentry{flood}{
name={Floods},
text={flood},
prefix={a\space},
type={mech},
parent={weather},
description={ damage infrastructure worse than earthquakes.
They rot food, and degrade the foundations of houses in subtle ways, which only become apparent years later.
High fortifications remain untouched, but underground dwelling runs the risk of water pouring in from above, and driving everything inside up into the Sunlight.
\Glsentrytext{fenestra}'s predators seem to have an instinct for floods, and will camp outside any homely holes in their territories.
Travel during a flood poses serious problems -- any affected area will half the travellers' rate of movement.
While floods occur, everyone gains a +1 Bonus to their Water \glsentrytext{sphere}},
}
\longnewglossaryentry{heatwave}{
name={Heatwave},
text={heatwave},
prefix={a\space},
type={mech},
parent={weather},
description={will turn most armour into a liability, as all travellers in direct Sunlight will endure 1~\glsentrytext{ep} each \glsentrytext{interval} while wearing loose-fitting clothes, or +2 in heavy clothes.
During a heatwave, everyone gains a +1 Bonus to their Fire \glsentrytext{sphere}},
}
\longnewglossaryentry{hurricane}{
name={Hurricanes},
text={hurricane},
prefix={a\space},
type={mech},
parent={weather},
description={make travel challenging, and reduce the standard miles travelled by 1.
All large items -- rooves, carts, et c. -- have a 1 in 6 chance of getting pulled off and possibly thrown by the wind},
}
\longnewglossaryentry{landslide}{
name={Landslides},
text={landslide},
prefix={a\space},
type={mech},
parent={weather},
description={will block all travel across an area for one full \glsentrytext{interval}, and everyone in the area has to flee or seek shelter.
Groups use a single \glsentrytext{natural} roll of \roll{Speed}{Athletics} (\tn[10]) to determine the outcome for everyone.
Anyone who fails becomes buried; they break free with \roll{Strength}{Survival} (\tn[10]), or remain buried forever},
}
\longnewglossaryentry{snow}{
name={Snow},
text={snow},
plural={snow},
prefix={a\space},
type={mech},
parent={weather},
description={slows every journey to half the standard speed.
The added cold also inflicts 1~\glsentrytext{ep} each \glsentrytext{interval} a character spends exposed},
}
\longnewglossaryentry{plant}{
name={Plants},
text={plant},
prefix={a\space},
symbol={\adfhangingflatleafleft},
description={within \glsentrytext{fenestra} can grow large, strange, and deadly},
\longnewglossaryentry{bedshroom}{
name={Bedshrooms},
text={bedshroom},
prefix={a\space},
parent={plant},
description={are fungi that look like shrivelled up cloth-sacks.
While they have water, they grow spores inside the sack.
Once they dry up, any disturbance releases large amounts of spores.
Anyone breathing the spores in feels a dream rushing over them, beckoning them to sleep.
They receive $1D3$~\glsfmtplural{ep} and roll \roll{Strength}{Academics} (\glsentrytext{tn} 8) to stay awake.
Anyone who sleeps for the \glsentrytext{interval} removes $1D6$ \glsfmtplural{ep} and gains 1~\glsentrytext{mp}},
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\longnewglossaryentry{dryadsKiss}{
name={Dryad's Kiss Shrooms},
text={dryad's kiss},
plural={dryad's kisses},
prefix={a\space},
category={indexed},
parent={plant},
description={are a tasty mushroom which makes people very gullible.
Anyone eating one takes a -2 penalty to all Deceit and Empathy checks for a day},
}
\longnewglossaryentry{glowshroom}{
name={Glowshrooms},
text={glowshroom},
prefix={a\space},
category={indexed},
parent={plant},
description={are subterranean fungi that give off a soft, faint light, but only in complete darkness.
Dwarves sometimes use them instead of torches, even though the light is dimmer.
Ingesting these plants can be deadly.
While healthy to eat, after two \glsfmtplural{interval} they mix with stomach acids and begin to glow.
This can turn someone into a sudden target in the dark, as their stomach shines faintly},
}
\longnewglossaryentry{marchingMushroom}{
text={marching mushroom},
plural={marching shrooms},
prefix={a\space},
parent={plant},
description={relieve tiredness when chewed, but slow the body and mind.
Once eaten, people ignore \glsentrytext{ep} Penalties for $1D6$~\glsfmtplural{interval}, but with -1 Penalty to Dexterity, Speed, Intelligence and Wits},
name={Horse-Drops},
text={horse-drop moss},
parent={plant},
description={are red little patches of moss, which grow on the roadside.
Horses, donkeys, and mules love them, because they also love being eaten by those fast-moving animals.
Once something eats the moss, it begins to grow inside the beast's stomach rapidly (inflicting one \glsentrytext{ep} each \glsentrytext{interval}).
Curing the beast requires an \roll{Intelligence}{Cultivation} roll (\tn[12]).
Once the beast dies, it explodes in a shower of red spores, and anyone breathing enough in can suffer the same effects},
\longnewglossaryentry{disgnome}{
name={Disgnome Blooms},
text={disgnome bloom},
prefix={a\space},
description={have yellow petals the size of a forearm, which sprout only in \glsentrytext{cFive}.
The rest of the time, they look like any other plain bush.
The roots sprout vicious, curved, spikes, with a mind-bending toxin.
A single scratch inflicts $1D3$~\glsfmtplural{ep}, each of which inflict a -1 Wits Penalty for as long as that \glsentrytext{ep} remains},
\newglossaryentry{encumbrance}{
type=symbols,
\newglossaryentry{N}{
type=symbols,
nonumberlist,
name={\Hygiea},
\newglossaryentry{R}{
type=symbols,
nonumberlist,
name={\NorthNode},
\newglossaryentry{D}{
type=symbols,
nonumberlist,
name={\Lilith},
}
\newglossaryentry{T}{
type=symbols,
nonumberlist,
name={\Opposition},
\newglossaryentry{E}{
type=symbols,
sort=SN,
nonumberlist,
name={\Mercury},
description={Sentient (any gender or none)},
}
\newglossaryentry{F}{
type=symbols,
nonumberlist,
name={\Venus},
}
\newglossaryentry{M}{
type=symbols,
nonumberlist,
name={\Mars},
}
\newglossaryentry{A}{
type=symbols,
nonumberlist,
name={\Taurus},
}
% RACES
\newglossaryentry{Dw}{
type=symbols,
nonumberlist,
name={\Vulkanus},
}
\newglossaryentry{El}{
type=symbols,
nonumberlist,
name={\Moon},
}
\newglossaryentry{Hu}{
type=symbols,
nonumberlist,
name={\Saturn},
}
\newglossaryentry{Gn}{
type=symbols,
nonumberlist,
name={\Kronos},
}
\newglossaryentry{Nl}{
type=symbols,
nonumberlist,
name={\Admetos},
\newglossaryentry{morning}{
type=symbols,
sort=T1,
nonumberlist,
description={is first light, first \glsentrytext{interval}},
}
\newglossaryentry{afternoon}{
type=symbols,
sort=T2,
nonumberlist,
name={\Circle},
description={is the second \glsentrytext{interval}},
}
\newglossaryentry{evening}{
type=symbols,
sort=T3,
nonumberlist,
description={begins darkness, in the day's third \glsentrytext{interval}},
}
\newglossaryentry{night}{
type=symbols,
sort=T4,
nonumberlist,
name={\CIRCLE},
description={means darkness over the fourth \glsentrytext{interval}},
}
\newglossaryentry{squash}{
type=symbols,
nonumberlist,
name={\Vesta},
description={Play this \glsentrytext{sq} at the same time as the available one (i.e. not from the same \glsentrytext{sq})},
}
\newglossaryentry{sqr}{
type=symbols,
\newglossaryentry{vlg}{
type=symbols,
name={\Psyche},
description={\glsentrytext{segment} removes something from the map}
}
\newcommand{\T}[1][1]{\gls{T}\setcounter{noAppearing}{#1}} % groups
\newcommand{\M}{\gls{M}} % male
\newcommand{\F}{\gls{F}} % female
\newcommand{\E}{\gls{E}} % sentient
\newcommand{\A}{\gls{A}} % creature
\newcommand{\Sw}{\glssymbol{swarm}} % swarm
\newcommand{\N}{\gls{N}} % nura
\newcommand{\D}{\gls{D}} % undead
\newcommand{\Dw}{\gls{Dw}} % dwarf
\newcommand{\El}{\gls{El}} % elf
\newcommand{\Hu}{\gls{Hu}} % human
\newcommand{\Gn}{\gls{Gn}} % gnome
\newcommand{\Nl}{\gls{Nl}} % gnoll
\newcommand{\squash}{\gls{squash}} % multi-part side quest
\newcommand{\sqr}{\glsentrytext{sqr}} % multi-part side quest
\newcommand{\sqn}{\glsentrytext{sqn}} % multi-part side quest