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name={Ingredients},
text={Ingredient},
prefix={an\space},
nonumberlist,
description={are the basic materials used to make any \glsentrytext{boon}, or \glsentrytext{talisman}, and for lots of medicines.
Each has an elemental affinity, so a Fire Ingredient can only make a Fire \glsentrytext{boon}},
\longnewglossaryentry{boon}{
name={Concoctions},
text={Concoction},
prefix={a\space},
sort={concoction},
type={mech},
description={are liquids or powders which, when thrown in the air, hyper-charge the use of a single magic \glsentrytext{sphere}, for anyone present next to the burst.
For example, a concoction to boost the Air \glsentrytext{sphere} would mean a caster with Air 2 could cast a single spell as if they had Air 3.
Using one in combat requires at least one \glsentrytext{ap} to grab it, and another to dispurse it into the air},
}
name={Elixirs},
text={elixir},
prefix={an\space},
description={heal diseases.
Each one requires a particular type of \glsentrytext{ingredient} to heal a particular disease},
}
name={Talismans},
text={Talisman},
first={talisman (a one-use alchemical item)},
firstplural={talismans (one-use alchemical items)},
sort={Talisman},
parent={alchemy},
description={are spells, locked in an item, along with some activation condition.
A talisman could open a magical gateway once it reaches a certain location, or bless the first person it sees with good luck.
Many will strike the nearest, available target once activated, which makes them dangerous in the wrong hands},
name={Artefacts},
text={Artefact},
prefix={an\space},
parent={alchemy},
description={happen, often by accident, when someone imbues sentience into an unused \glsentrytext{talisman}, then leaves it to contemplate its existence for a century.
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},
%%%%%%%%%%%%%%%% General Terms %%%%%%%%%%%%%%%%%%%%
\longnewglossaryentry{cosmology}{
name={Cosmology},
text={cosmology},
nonumberlist,
description={every year, the \glsentrytext{ainumar} orbits the Sun, and every \glsentrytext{cycle}, we orbit the \glsentrytext{ainumar}},
}
\longnewglossaryentry{ainumar}{
text={Ainumar},
plural={Ainumari},
description={shines brightly, in our sky.
At the end of each \glsentrytext{cycle}, it grows, massive, and you can see a storm raging across its face.
Many think that the gods live there, planning how to kill people, and take their souls up to their houses.
Each god holds domain over a different death},
}
\longnewglossaryentry{fenestra}{
name={Fenestra},
nonumberlist,
description={This land, where elves, gnolls, and humans look up at trees, like ants moving through blades of grass.
Predators larger than a horse hunt deer and people in the same way, so everyone travels together, and well-armed},
}
\newacronym[
description={is the universal way to measure time in \glsentrytext{fenestra}, where one \glsentrytext{cycle} equals sixty days, and, and one sixth of a year},
name={Gnomish Machine Time (GMT)},
prefix={a\space},
parent={fenestra},
type={main},
]{gmt}{GMT}{Gnomish Machine Time}
description={last for sixty days, after which \glsentrytext{fenestra} has travelled around the \glsentrytext{ainumar}.
Each cycle begins and ends with a violent \glsentrytext{storm}, which marks a change in temperature for the next cycle.
\orrery
After six cycles, the \glsentrytext{ainumar} completes a revolution around the Sun, and a new year begins},
name={The Edge},
sort={Edge},
text={Edge},
first={Edge of Civilization},
prefix={an\space},
category={location},
parent={fenestra},
description={lies one footstep off the \glsentrytext{lonelyRoad}, and surrounds every outer \glsentrytext{village}.
Beyond this point, only dark forests, empty tundra, and hungry beasts wait.
When people travel off-road, they have gone beyond the Edge},
}
name={The Lonely Road},
sort={Lonely Road},
text={lonely road},
prefix={a\space},
category={location},
parent={fenestra},
description={means any road between settlements.
Going from one town to the next means a long journey through untamed territory},
}
\longnewglossaryentry{lonelyTavern}{
name={Lonely Taverns},
text={lonely tavern},
prefix={a\space},
category={location},
parent={lonelyRoad},
description={exist on long stretches of empty road, where enough traders pass through to create a miniature settlement, sustained only by the goods people bring.
They make their own ale, and keep their own laws},
}
\longnewglossaryentry{tradeTongue}{
name={The Trade Tongue},
text={Trade Tongue},
sort={Trade Tongue},
category={indexed},
parent={lonelyRoad},
description={lets people trade, despite not sharing much of a common language.
It has about two hundred words, so people have to indicate what they want to say by lumping words together.
E.g. `cow' might be `white-water animal', and cheese could be `rock of white-water animal'},
}
name={The Labyrinth},
text={Labyrinth},
sort={Labyrinth},
prefix={a\space},
category={location},
parent={fenestra},
description={is the network of frigid, nearly lifeless caverns, which sits beneath much of \glsentrytext{fenestra}},
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},
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.
A standard bailey's walls stretch at least 50 steps in diameter.
Beyond that, the farmland stretches out another 100 steps; for a minimum diameter of 250 steps.
The outer perimiter pushes the forest back another 50 steps, with more for a healthy bailey, and a smaller safety zone in less well-tended baileys.
If the people living in the bailey lack the strength and skill to keep the forest back, the safety perimiter grows smaller as bushes creep towards the farmland, providing cover for monsters, and diminishing the time archers have to shoot at creatures},
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},
}
\longnewglossaryentry{fiend}{
name={Fiends},
text={fiend},
prefix={a\space},
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description={live outside any civilization, which makes them the enemy.
Many know magic, others hold armies.
They make their own laws, in their own realms, and most leave them alone.
When civilization prods them too much, some have been known to destroy entire cities and every \glsentrytext{village} around},
}
\longnewglossaryentry{hag}{
name={Hags},
text={hag},
prefix={a\space},
parent={fiend},
description={are old ladies with too much spite, plans, and magic to die.
With a few spells here and there to increase their life span, and another to hibernate for a couple of decades while their plans mature, they extend themselves a couple of centuries beyond their rightful lifespans.
They all die in the end, but hags mostly die through violence},
}
\longnewglossaryentry{bandit}{
name={Bandits},
text={bandit},
prefix={a\space},
parent={fiend},
description={begin when farmers run out of food, or city-dwellers lose their jobs, they have only two option -- banditry or the \glsentrytext{guard}.
People generally select whichever comes along to recruit them first},
}
\longnewglossaryentry{lich}{
name={Liches},
text={lich},
plural={liches},
prefix={a\space},
parent={fiend},
description={begin as students of Death magic.
They can slow, and eventually stop, aging, which locks them into a permanent state of semi-death, and leaves them unable to regenerate a single \glsentrytext{mp} without draining it from someone's death},
}
\longnewglossaryentry{dryad}{
name={Dryads},
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prefix={a\space},
parent={fiend},
description={are old elves, but older elves get \textit{weird}.
They experiment with their bodies, adopting animal parts, and soon lose interest in socialising with other elves.
Most dryads are harmless most of the time, taking more intest in a local flower than anything else around them.
However, once they get sufficiently disconnected from normal people, they stop seeing people as people, and start to see them as animals.
And like any elf, dryads eat animals},
}
\longnewglossaryentry{dragon}{
name={Dragons},
text={dragon},
prefix={a\space},
parent={fiend},
description={\ldots everyone knows what a dragon is},
}
\longnewglossaryentry{ogre}{
name={Ogres},
text={ogre},
prefix={an\space},
parent={fiend},
description={begin as goblins, but goblin height is limited only by food.
Once they eat enough, they grow and grow, until starvation beckons -- they cannot reduce their intake after growing too much.
Grumpy ogres die at this point.
More sociable, or at least tactical ogres, survive by leading bands of goblins},
}
\longnewglossaryentry{monster}{
name={Monsters},
text={monster},
prefix={a\space},
parent={fenestra},
description={wander slowly, looking for deer, auroch, or anything they can eat.
When they hear people, the noises and lights excite them, and they instinctively begin to stalk},
}
\longnewglossaryentry{woodspy}{
name={Woodspies},
text={woodspy},
plural={woodspies},
prefix={a\space},
parent={monster},
description={are a kind of land-octopus which can camouflage itself perfectly, changing the colour and tecture of their skin.
They are highly intelligent, but do not understand communication beyond what they need to mate},
}
\longnewglossaryentry{digger}{
name={Mouthdiggers},
text={mouthdigger},
prefix={a\space},
parent={monster},
description={look like star-nosed moles about the size of a wolf, with extensible jaws, which stretch out to also be the size of a wolf.
They rely entirely on ambushes, in which they drag their quarry back into their set by sinking their teeth into a leg and retreating underground},
}
name={Chitincrawlers},
text={chitincrawler},
prefix={a\space},
parent={monster},
description={are arachnids about the size of a horse.
Some say the face looks like a wolf's, others say it looks almost human.
Either way, the apparent smile is just a shape, as they have no ability to feel or think, they only have hunger, and sharp claws at the end of the front legs},
}
\longnewglossaryentry{basilisk}{
name={Basilisks},
text={basilisk},
prefix={a\space},
parent={monster},
description={have snake-like bodies, with six arms.
Some grow to the size of a caravan.
They move slowly, always conserving energy for the hunt.
But when hunting, they can charge, and let out a cloud of disgusting breath, making their prey wretch},
}
\longnewglossaryentry{temple}{
name={The Divine Guilds},
sort={Divine Guilds},
text={temple},
prefix={a\space},
nonumberlist,
description={Each temple exists to protect people from a god, by selling goods or services.
Each temple functions as a guild, with a divine monopoly on their protection},
}
description={has griffin wings, with a woodspy's head, an arachnid thorax, and human belly; both chambers are painfully bloated from pregnancy.
She gives birth to monsters endlessly, and they eat someone, she uses their soul to birth a new creature},
\longnewglossaryentry{templeOfBeasts}{
name={The Temple of Beasts},
text={Temple of Beasts},
description={The highest and lowest of all temples absorbs feckless drunks, dickheads, scum, and people with political progressive political ideas.
All of them become heroes, and forest-feed},
name={Brochs},
text={broch},
prefix={a\space},
description={are grand towers which surround civilization.
The \glsentrytext{guard} stay in them, playing loud pipes, and lighting fires to attract monsters.
A ring of flat earth surrounds each broch, giving archers a clear shot at anything which emerges from the \glsentrytext{edge}.
The noise echoes up to five miles around, and by dusk, the archers stand ready.
Sometimes a monster dies, most flee -- still alive, but with a painful lesson about approaching the sound of people, pipes, and song.
Each predator which comes to a broch means one less attack upon some inner \glsentrytext{village}, or on the \glsentrytext{lonelyRoad}.
Each broch takes charge of a food-producing \glsentrytext{village} or two, which sustains the \glsentrytext{guard}},
name={Night Guards},
sort={Night Guard},
text={Night Guard},
prefix={a\space},
parent={templeOfBeasts},
category={profession},
sort={3},
description={are the sorry lot who have nothing better to do than wander into the darkness and get eaten.
They exist to either thwart, or feed, \glsentrytext{sylf}, depending on whom one asks},
\longnewglossaryentry{fodder}{
name={Fodder},
text={fodder},
parent={templeOfBeasts},
category={rank},
description={are the lowest rung of the \glsentrytext{guard}.
Most who enter as fodder arrived as criminals, vagrants, or political idealists.
About half of these new recruits will survive and gain the next rank.
Each of these criminals begins with a 100 \glsentrytext{sp} debt to repay to their temple},
text={digger},
prefix={a\space},
sort={R1},
parent={templeOfBeasts},
category={rank},
description={have survived a mission, and returned alive.
In theory, they should burry the fodder who did not survive that mission, but in practice, few people leave a body},
\longnewglossaryentry{soldier}{
name={Archers},
text={archer},
prefix={an\space},
parent={templeOfBeasts},
category={rank},
description={stand on \glsentrytext{broch} balconies, taking down summoned by the pipes.
Farmers who guard their \glsentrytext{village} can sign up to the \glsentrytext{guard} and begin at this rank immediately},
\longnewglossaryentry{cutter}{
name={Cutters},
text={cutter},
prefix={a\space},
sort={R3},
parent={templeOfBeasts},
category={rank},
description={guard caravants along the long, \glsentrytext{lonelyRoad}, or take special missions, beyond the \glsentrytext{edge}},
name={Rangers},
text={ranger},
prefix={a\space},
parent={templeOfBeasts},
category={rank},
description={travel fast, often on horseback, to provide reinforcements to any \glsentrytext{village} in immediate trouble.
They travel twice as fast if anyone kills a forest \glsentrytext{monster} without giving the blessings of the \glsentrytext{templeOfBeasts}},
\longnewglossaryentry{jotter}{
name={Jotters},
text={jotter},
prefix={a\space},
sort={R5},
parent={templeOfBeasts},
category={rank},
description={do paperwork for the \glsentrytext{guard}, and control everything that their seniors don't care to manage},
}
name={Thanes},
text={thane},
prefix={a\space},
parent={templeOfBeasts},
category={rank},
description={have risen to the point where any \glsentrytext{jotter} will finally leave them alone.
Most try to find some gold and retire at this point},
}
\longnewglossaryentry{builder}{
name={Builders},
text={builder},
prefix={a\space},
sort={R7},
parent={templeOfBeasts},
category={rank},
description={organize new settlements, which requires an intrepid \glsentrytext{doula} to help locating a good spot.
It usually involves a lunch with a friendly, local, \glsentrytext{warden}},
}
\longnewglossaryentry{overseer}{
name={Reeves},
text={reeve},
prefix={a\space},
parent={templeOfBeasts},
category={rank},
description={organize the \glsentrytext{guard}, and have dinner with any local \glsentrytext{warden} who'll have them},
}
symbol={$\Large\Circle$\hspace{-1em}\adfflowerleft},
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},
}
\longnewglossaryentry{templeOfPoison}{
name={The Temple of Poison},
text={Temple of Poison},
symbol={\glsentrysymbol{abderian}},
description={Beer, brewing and baking protect humanity from \glsentrytext{abderian}, so this temple have established a divine monopoloy on the lot},
description={is where drinks are brewed, and drunks can drink.
An image of a skeleton, tempting you to feast with her, reminds patrons why they should always eat at an official Wheat Guild hall},
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},
\longnewglossaryentry{templeOfSickness}{
name={The Temple of Sickness},
text={Temple of Sickness},
They all want \glsentrytext{eldren} to take them, rather than any alternatives, so anyone who has a little to spare puts it towards this temple, and hopes to see a bed inside one day, and die peacefully},
\longnewglossaryentry{healersGuild}{
description={take in the sick, disabled, or dying of \glsentrytext{fenestra}, where they 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},
}
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},
}
name={Mixers},
text={mixer},
prefix={a\space},
parent={templeOfSickness},
category={rank},
description={can devise \glsentrytext{elixir} recipes to cure diseases.
They create a constant demand on the \glsentrytext{ingredient}-trade, as people are always getting sick with one thing or another},
}
parent={templeOfSickness},
category={rank},
description={count the spare beds, pension-funds paid towards the \glsentrytext{templeOfSickness}, expected time until a sick person dies, total \glsentrytext{elixir}-count of each type, and expected total cures and corpses.
They form the heart of every \glsentrytext{healersGuild}},
}
\longnewglossaryentry{grummel}{
name={Grummel},
category={god},
description={waits till \glsentrytext{fenestra} approaches the \glsentrytext{ainumar} and begins to shake it, causing earthquakes, volcanic erruptions, and tidal waves.
These mark the end of each \glsentrytext{cycle}, and people call them Grummel's \glsentrytext{storm}},
}
\longnewglossaryentry{templeOfStorms}{
name={The Temple of Storms},
text={Temple of Storms},
plural={Temples of Storm},
prefix={a\space},
symbol={\glsentrysymbol{grummel}},
parent={temple},
nonumberlist,
description={sell calendars and architectural plans.
The former help farmers, while the latter help any \glsentrytext{warden} who wants their dwelling to survive the next \glsentrytext{storm}},
}
\longnewglossaryentry{templeOfMisgenesis}{
name={The Temple of Misgenesis},
text={Temple of Misgenesis},
nonumberlist,
description={Some things never were. This loose organization alters fortune to ensure nobody has to fail a task before they try, or give up on the best career they never considered},
}
name={Doulas},
text={Doula},
prefix={a\space},
description={help with births, blessings, and beginnings of all kind.
They protect the population from misgenesis -- the death which occurs before life.
Nobody begins a business venture or party without a blessing from a Doula},
}
\longnewglossaryentry{wayfinder}{
name={Wayfinders},
text={wayfinder},
prefix={a\space},
parent={templeOfMisgenesis},
description={locate ground for new settlements.
To qualify, one must have sufficient skill at \glsentrytext{witchcraft} to wander past the \glsentrytext{edge} without fear},
}
description={sell various potions and blessings},
parent={ainumar},
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},
}
\longnewglossaryentry{templeOfJustice}{
name={The Temple of Justice},
text={Temple of Justice},
description={Left to their own paranoia, people form mobs, and mob-justice prevails.
This temple thwarts the worst plans of the god \glsentrytext{paik} by providing impartial, official, justice},
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.
And all trials must be entertaining, or nobody will pay the entry fee of 1~\glsentrytext{cp}},
name={Keepers},
text={Keeper},
nonumberlist,
parent={templeOfJustice},
description={bear the heavy burden of enforcing laws, and maintaining the \glsentrytext{court}.
Every \glsentrytext{village} with a couple of hundred souls has a keeper to keep them right, and collect payments for the vital service they provide},
parent={templeOfJustice},
category={rank},
description={make the laws and decide fitting punishments for criminals in their \glsentrytext{court}},
parent={templeOfJustice},
category={rank},
description={count every \glsfmtlongpl{cp} in their \glsentrytext{warden}'s, keep their \glsentrytext{warden} up-to-date on recent affairs, and keep in contact with every \glsentrytext{guard} \glsentrytext{jotter} in the area, and ensure the \glsentrytext{wheatGuild} don't cause problems},
sort={Sun Guard},
text={Sun Guard},
prefix={a\space},
parent={templeOfJustice},
category={rank},
description={are the upstanding soldiers who protect the city from all the unwashed masses, while wearing shiny-white tabards},
}
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},
\longnewglossaryentry{templeOfFrost}{
name={The Temple of Frost},
text={Temple of Frost},
description={exists to thwart \glsentrytext{sable}, who comes to \glsentrytext{fenestra} every year to steal souls with frost.
Before he strikes, the weavers provide preservatives.
As snow begins to fall, everyone approaches the weavers for warm clothes, or just to sit by their warm fire and gossip for a while},
\longnewglossaryentry{weaversGuild}{
name={The Weavers' Guild},
text={Weavers' Guild},
description={houses a massive fire, many looms, and plenty of space to tell a long story},
name={Weavers},
text={Weaver},
prefix={a\space},
description={produce the best and warmest of clothes for \glsentrytext{cTwo}},
\longnewglossaryentry{notary}{
name={Notaries},
text={notary},
plural={notaries},
prefix={a\space},
parent={templeOfFrost},
description={records transferrance of ownership, so people can save money, without having to transport valuable goods.
The real items remain in a secret location, where they won't interfere with trade},
}
When people fight each other, she takes their soul to her realm of eternal war},
}
\longnewglossaryentry{templeOfHate}{
name={The Temple of Hate},
text={Temple of Hate},
description={As resources run thin, humanity becomes its own worst enemy.
Disgust spreads into bigotry, then war, as \glsentrytext{wrecan} pulls people into her realm},
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}, and often become the de-facto arbiters when one \glsentrytext{warden} cannot agree with another},
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},
\longnewglossaryentry{proctor}{
name={Proctors},
text={proctor},
prefix={a\space},
parent={templeOfHate},
category={rank},
sort={3},
nonumberlist,
description={settle disputes between anyone who agrees to their arbitration.
Simple missions involve a house-visit, more famed proctors journey the \glsentrytext{lonelyRoad} to ensure some distant \glsentrytext{warden} changes his behaviour.
When all else fails, proctors have the abililty to ban the sale of armour across a town and nearby settlements.
Most only serve for a year before finding someone else to take the job},
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},
\longnewglossaryentry{templeOfCuriosity}{
name={The Temple of Curiosity},
text={Temple of Curiosity},
description={People who go searching for answers often don't come back.
This temple keeps an official log of all curiosities so that people don't have to go anywhere dangerous to learn -- they can just read.
Anyone not content to stay inside and read eventually goes to write a travel-book},
They always need more basilisk bodies to make the latter two},
\longnewglossaryentry{secretLibrary}{
name={The Secret Library},
text={the Secret Library},
category={location},
sort={ZZB},
parent={templeOfCuriosity},
description={controls the \glsentrytext{templeOfCuriosity} from an unknown location.
It holds and hoards every map, secret, and oddity that any \glsentrytext{scribe} finds, and needs a constant supply of candles, so it can never go dark},
}
name={Scribes},
text={Scribe},
prefix={a\space},
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},
}
1979
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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}{