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    \ifdefined\glossarytitle
      \relax
    \else
      \newcommand\glossarytitle{Lexicon}
    \fi
    
    
    % Alter topicmcols style
    
    %\renewcommand*{\glstopicPostSkip}{---}
    \renewcommand*{\glstopicPreSkip}{\bigLine\medskip}
    \renewcommand*{\glstopicSubPreLocSep}{~\adforn{38}~}
    \renewcommand*{\glstopicInit}{\setlength{\parskip}{10pt}}
    
    
    
    
    \newglossary*{people}{People}
    \glssetcategoryattribute{people}{indexonlyfirst}{true}
    
    
    \newglossary*{mech}{Mechanics}
    
    \glssetcategoryattribute{mech}{indexonlyfirst}{true}
    
    
    \renewcommand*{\acronymtype}{mech}
    
    
    \glsdefpostdesc{general}{.}
    
    \glssetcategoryattribute{general}{glossnamefont}{textbf}
    
    \glsdefpostdesc{people}{.\space\adforn{15}\space}
    \glsdefpostdesc{rules}{.\space\adforn{35}\space}
    
    \glsdefpostdesc{god}{.}
    
    \glsdefpostdesc{acronym}{.}
    
    \glsdefpostdesc{location}{.\quad\adforn{14}\space}
    
    \glsdefpostdesc{symbol}{.}
    
    \glssetcategoryattribute{god}{glossnamefont}{textsf}
    
    \newignoredglossary*{peeps}
    
    \glssetcategoryattribute{rules}{nonumberlist}{true}
    \glssetcategoryattribute{rules}{noindex}{true}
    
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    \glssetcategoryattribute{rules}{glossnamefont}{textsc}
    
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    \glssetcategoryattribute{abbreviation}{glossnamefont}{textit}
    
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    \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.
    
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    \IfFileExists{.switch-gls}{
      \setabbreviationstyle[acronym]{long-short-sc-desc}
    }{
    
      \setabbreviationstyle[acronym]{short-sc-desc}
    
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    \longnewglossaryentry{gm}{
      prefix={a\space},
      name={The Judge},
      text={Judge},
      sort={Judge},
      type={mech},
      nonumberlist,
      description={rolls encounters, interprets the rules, and forgets to bring enough pencils},
    }
    
    % Traits
    
    \longnewglossaryentry{trait}{
      name={Traits},
      text={Trait},
      prefix={a\space},
      type={mech},
      description={are any stat on a character sheet, such as Strength, Attack, or a weapon's Damage},
      }
    
    \longnewglossaryentry{attribute}{
      name={Attributes},
      text={Attribute},
      prefix={an\space},
      type={mech},
      parent={trait},
      first={\textit{Attribute}},
      description={show a character's basic aptitudes.
        \par
        \vspace{1em}
        \noindent
        \begin{minipage}{\linewidth}
        \begin{description}
    
          \item[Strength:][]
    
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          muscle, brawn, toughness, height
          \item[Dexterity:]
          finesse, coördination, balance
          \item[Speed:]
          velocity, tendons, vim
          \item[Intelligence:]
          memory, logic, tenacity, cunning
          \item[Wits:]
          alacrity, levity, attention, acumen
          \item[Charisma:]
          gravitas, glamour, confidence, symmetry
        \end{description}
        \end{minipage}
      },
    }
    
    \longnewglossaryentry{skill}{
      name={Skills},
      text={Skill},
      prefix={a\space},
      type={mech},
      parent={trait},
      description={show training.  Characters perform tasks by rolling $2D6$ plus \glsentrytext{attribute} plus Skill.
      Each Skill helps with many tasks, depending on the \glsentrytext{attribute} paired with},
      }
    
    
    % Time
    
    
    \longnewglossaryentry{campaign}{
      name={Chronicles},
      text={Chronicle},
      prefix={a\space},
      type={mech},
      description={are series of games, linked together by \glsentrytext{sq} plots, and every players' \glsentrytext{characterPool}},
      }
    
    
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    \newacronym[
      description={-- one of the characters run by the people playing the game},
      parent={campaign},
      prefix={a\space},
      ]{pc}{PC}{Player Character}
    
    \newacronym[
      description={ -- anyone in the world played by the \glsentrytext{gm} rather than a player},
      prefix={an\space},
      prefixfirst={a\space},
      parent={campaign},
      ]{npc}{NPC}{Non-Player Character}
    
    
    \longnewglossaryentry{downtime}{
      name={Downtime},
      text={Downtime},
      prefix={a\space},
      parent={campaign},
      type={mech},
      description={between sessions lets characters train, heal, and drink.
      Every week in our world, three weeks pass in \glsentrytext{fenestra}.
    
      Characters recover half of their current \glspl{hp} (minimum 1), each week},
      }
    
    \longnewglossaryentry{sq}{
      name={Side Quests},
      text={Side~Quest},
      prefix={a\space},
      parent={campaign},
      type={mech},
      description={are BIND's way of structuring stories.
      Each \gls{segment} has a location (e.g. `Town', or `Forest'), where it `activates' once the \glspl{pc} enter the area},
      }
    
    \longnewglossaryentry{segment}{
      name={Segments},
      text={segment},
      prefix={a\space},
      parent={sq},
      type={mech},
      description={are scenes which form a larger story},
      }
    
    \longnewglossaryentry{interval}{
      name={An Interval},
      text={Interval},
      prefix={an\space},
      parent={campaign},
      sort={Interval},
      type={mech},
      nonumberlist,
      description={%
        divide the day into four parts -- morning (\showInterval{0}), afternoon (\showInterval{1}), evening (\showInterval{2}), and night (\showInterval{3}).
        \par
        \vspace{1em}
        \noindent
        \begin{minipage}{\linewidth}
          \begin{description}
            \item[Resting characters] remove \pgls{ep}.
            \item[The \gls{gm}] rolls $1D6$ -- everyone gains that many \glspl{fp}.
            \item[The wind] brings \glspl{mp} towards the biggest vacuum.
          \end{description}
        \end{minipage}
      },
    }
    
    
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    % Stories
    
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    \longnewglossaryentry{storypoint}{
      name={Story Points},
      text={Story Point},
    
      type={mech},
      prefix={a\space},
    
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      description={allow players to declare that some part of their backstory arrives on scene to help the situation. They also grant \glsfmtlongpl{xp}},
    
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    \newacronym[
      description={form an abstract measurement of how much valuable experience and learning characters have acquired.  PCs spend XP to buy Traits},
      shortplural={XP},
      prefix={an\space},
      name={Experience Points (XP)},
      parent={storypoint},
    
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      ]{xp}{XP}{Experience Point}
    
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    \longnewglossaryentry{characterPool}{
      name={Character Pool},
      prefix={a\space},
    
      type={mech},
    
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      parent={storypoint},
      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},
    
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    % Space
    
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    \longnewglossaryentry{region}{
      name={Regions},
      text={Region},
    
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      prefix={a\space},
    
      type={mech},
    
      nonumberlist,
    
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      description={are broad areas like `forest', `town', `roads'.
      Each contains different encounter types, and often has its own \glsentrytext{sq} collection},
      }
    
    \longnewglossaryentry{area}{
    
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      name={Areas},
      sort={Area},
      text={Area},
    
      prefix={an\space},
    
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      parent={region},
    
      type={mech},
    
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      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'},
    
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    \longnewglossaryentry{step}{
      name={Steps},
      text={step},
    
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      prefix={a\space},
    
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      parent={region},
    
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      type={mech},
      nonumberlist,
    
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      description={provide a rough measure of space.
      We can imagine it about a metre long, or as wide as the step on your gaming board, or any other length},
    
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    % Actions
    
    
    \longnewglossaryentry{action}{
      name={Actions},
      text={Action},
      type={mech},
      prefix={an\space},
    
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      description={use $2D6$ to beat the \glsentrytext{tn}.
    
        \begin{boxtable}
           7 & Basic        \\
          10 & Tricky       \\
          12 & Professional \\
          14 & Specialist   \\
        \end{boxtable}
        The dice determine the state of the world; do not roll again for this action.
        If another player tries to roll, they use the same \glsentrytext{natural}.
        When you resist another character, the \glsentrytext{gm} sets the \glsentrytext{tn} to 7, then adds the \glsentrytext{npc}'s Bonus},
    }
    
    
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    \newacronym[
      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},
      parent={action},
      prefix={a\space},
      ]{tn}{TN}{Tie Number}
    
    
    \longnewglossaryentry{restingaction}{
      name={Resting Actions},
      text={Resting Action},
      sort={Resting Action},
    
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      parent={action},
    
      type={mech},
      prefix={a\space},
    
      description={apply when you can repeat something, without danger.
    Set the darker die to `\dicef{6}' and roll the other.  If this roll fails, it fails forever},
    
    }
    
    \longnewglossaryentry{quickaction}{
    
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      name={A Response Action},
      sort={Response Action},
      text={Response Action},
    
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      prefix={a\space},
    
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      parent={action},
    
      type={mech},
    
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      nonumberlist,
    
      first={\textit{Response Action}},
    
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      description={is any action taken as a reaction (usually taken when being attacked)},
    
    \longnewglossaryentry{bandAct}{
    
      name={A Banding Action},
      sort={Banding Action},
      text={Banding Action},
      prefix={a\space},
    
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      parent={action},
    
      type={mech},
      nonumberlist,
      prefixfirst={a\space\textit{Banding Action}},
      description={means characters can perform this task as a team in a useful way.
      In this case, the first character adds their Bonus, the second adds half, the third, a quarter, et c. and we round halves up at the end},
      }
    
    
    \longnewglossaryentry{natural}{
    
      name={A Natural Roll},
      text={Natural Roll},
      sort={Natural Roll},
    
      prefix={a\space},
    
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      parent={action},
    
      type={mech},
    
      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},
    
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    % Combat
    
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    \longnewglossaryentry{combat}{
      name={Combat},
      text={Combat},
    
      type={mech},
    
      prefix={a\space},
    
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      description={uses standard resisted rolls.
      The attacker rolls \roll{Dexterity}{Martial Skill}, and the \glsentrytext{tn} equals 7 + the \glsentrytext{npc}'s \roll{Dexterity}{Martial Skill}},
    
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    \newacronym[
      description={give a rough estimate of a creature's combat abilities},
      shortplural={CRs},
      prefix={a\space},
      name={Creature Ratings (CR)},
      nonumberlist,
      parent={combat},
      ]{cr}{CR}{Combat Rating}
    
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    \newacronym[
      description={provide linear, measure of a character's health and injury},
      shortplural={HP},
      prefix={an\space},
      prefixfirst={a\space},
      parent={combat},
      name={Health Points (HP)},
      ]{hp}{HP}{Health Point}
    
    \longnewglossaryentry{round}{
      name={Rounds},
      text={round},
    
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      prefix={a\space},
    
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      parent={combat},
    
      type={mech},
    
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      description={measure small slices of fast-paced time.
      Mostly, we use rounds for combat},
    
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    \newacronym[
      description={measure how much luck the character has left, used solely to avoid Damage.
      $\Glspl{fp} = \frac{Total~\glsfmtplural{xp}}{10} + Charisma$},
      shortplural={FP},
    
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      prefix={an\space},
    
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      parent={combat},
      name={Fate Points (FP)},
      ]{fp}{FP}{Fate Point}
    
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    \longnewglossaryentry{weapon}{
      name={Weapons},
      text={weapon},
      type={mech},
    
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      prefix={a\space},
    
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      nonumberlist,
      parent={combat},
      description={add to Attack and Damage.
      Smaller weapons only cost 1~\glsentrytext{ap} to use, while larger weapons cost more, but also have bigger Bonuses},
    }
    
    \longnewglossaryentry{armour}{
      name={Armour},
      text={armour},
    
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      type={mech},
    
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      prefix={an\space},
      nonumberlist,
      parent={combat},
      description={protects characters by reducing Damage.
      It takes effect before \glsentrytext{dr} applies},
    }
    
    \newacronym[
      description={represent armour of any type, or other states which help avoid Damage},
      shortplural={DR},
      parent={armour},
      prefix={a\space},
      ]{dr}{DR}{Damage Resistance}
    
    \longnewglossaryentry{covering}{
      name={Covering},
      type={mech},
      prefix={a\space},
      nonumberlist,
      parent={armour},
      description={means how much \glsentrytext{armour} covers the body.
      \Glsentrytext{armour} with `Covering 3' protects the torso and may have a helmet, while armour with `Covering 5' protects almost the entire body},
    }
    
    
    \longnewglossaryentry{vitalShot}{
    
      name={Vitals Shots},
    
      text={Vitals Shot},
    
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      sort={Vitals Shot},
    
      prefix={a\space},
    
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      nonumberlist,
    
      type={mech},
    
      description={are attacks which equal a target's \glsentrytext{tn} plus their \glsentrytext{armour}'s \glsentrytext{covering}; this lets the attack ignore the \glsentrytext{armour}'s \glsentrytext{dr}, and deal direct Damage.
    
      If a player needs to roll at \glsentrytext{tn}~10 to hit an opponent with `\glsentrytext{covering}~3', then they need to roll `13' to make a Vitals Shot.
      This applies symmetrically; if the \glsentrytext{pc}'s armour has `\glsentrytext{covering}~5', and they miss by 5, then their opponent scores a Vitals Shot, and their armour counts for nothing, and does not provide any \glsentrytext{dr}},
      }
    
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    \longnewglossaryentry{swarm}{
      name={Swarms},
      text={swarm},
      type={mech},
      symbol={\Juno},
      prefix={a\space},
      nonumberlist,
      parent={combat},
      description={
        are myriad tiny creatures, acting as one.
        They crawl over characters, and into gaps in armour.
    
        Swarms can cover a number of \glspl{step} equal to their \glsentrytext{hp}-total, or bunch up together, with 3~\glsentrytext{hp} per \gls{step}.
    
        Attacking swarms is easy when there are so many targets.
        The \glsentrytext{tn} to attack always reduces by 1 per \glsentrytext{hp} in the swarm, so when a swarm is listed with `{\scshape Att 12 - 8 \glsentrytext{hp}}', the \glsentrytext{tn} would be only 4; but if the swarm had only 1~\glsentrytext{hp} left, hitting it would require a roll at \glsentrytext{tn}~11.
        However, swarms only take 1 Damage each per attack.
    
        Swarms can split into smaller parts as a normal movement action.
        Each part inflicts 1~Damage each \glsentrytext{round} to anyone on the same \gls{step}, as long as the swarm's \glsentrytext{hp} total comes to more than the target's \glsentrytext{covering}},
    }
    
    \longnewglossaryentry{projectiles}{
      name={Projectiles},
      text={Projectiles},
      plural={Projectiles},
      type={mech},
      prefix={a\space},
      parent={combat},
      description={rolls use \roll{Dexterity}{Projectiles}, and targets resist with \roll{Speed}{Vigilance}.
        Every 5 \glsfmtplural{step}' distance adds +1 to the \glsentrytext{tn}.
        When \pgls{pc} hits the \gls{tn} precisely, they miss their first target, but hit another target behind (if any)},
    }
    
    % Weight
    
    
    \longnewglossaryentry{weight}{
    
      name={Weight Rating},
      text={Weight},
      first={Weight Rating},
    
      prefix={a\space},
    
      type={mech},
    
      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}},
    }
    
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    \newacronym[
      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},
      parent={weight},
      name={Exhaustion Points (EP)},
      ]{ep}{EP}{Exhaustion Point}
    
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    % Magic
    
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    \longnewglossaryentry{casting}{
      name={Castings},
      text={casting},
      prefix={a\space},
      parent={action},
    
      type={mech},
    
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      description={start by spending one \glsentrytext{mp} per spell level.
      The \glsentrytext{witch} then commands the target \glsentrytext{sphere}, rolling \roll{Charisma}{} the lowest \glsentrytext{skill} required.
    
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      When `overpsending' on the \glsentrytext{invocation}, the \glsentrytext{witch} gains 1~\glsentrytext{ep} for each \glsentrytext{mp} they lack.
    
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      The \glsentrytext{witch} selects the first target, but any large \glsentrytext{invocation} forks across the remaining targets like lightning, affecting the closes first.
    
      If a caster can think of a way to use a spell to stop a sword, they can enter combat as usual, rolling at \glsentrytext{tn} 7 plus the \glsentrytext{npc}'s \roll{Dexterity}{Combat}.
      A battle-ready \glsentrytext{witch} might encourage a warrior's torch to burn his own face off, or make him forget what he wanted to do a moment before his sword comes down.
      Casters can enter combat with their spells alone, rolling against \glsentrytext{tn} 7 plus the \glsentrytext{npc}'s \roll{Dexterity}{Combat}.
    
      If nobody resists a spell, the \glsentrytext{tn} usually depends on its target.
      Earth spells can affect ice far more easily than rocks, and Air spells can whip up a gale  easier when outdoors},
    }
    
    
    \newacronym[
      name={Mana Points (MP)},
      shortplural={MP},
      prefix={an\space},
      prefixfirst={a\space},
      parent={casting},
      description={work as the ``battery power'' of a magic user, which allows them to power spells},
      ]{mp}{MP}{Mana Point}
    
    
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    \longnewglossaryentry{spells}{
      name={Spells},
      text={spell},
    
      prefix={a\space},
    
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      parent={casting},
      description={have a mind of their own.
      Once cast, they endure until they burn through themselves, or something destroys them.
      To stop a Fire spell, someone must put the fire out, and if an angry \glsentrytext{witch} makes antlers grow on someone's head, the only way to `dispel' them is with a boning knife.
    
      Casters can reign in standard, short-range spells, making them target someone one \glsentrytext{step} in front of them; but long-range spells head towards a target at that range.
      If a spell's range is
      \setcounter{spellCost}{4}\setRange%
      \spellRange, it will find the nearest target at that distance.
    
      When spells target a wide area, the caster only selects the first target.
      The spell forks through the others like lightning, and may `arc' across any distances up to its original range.
      Water spells which hit a river will spread through the river, but a curse with an `area' of 4 will have to jump until it has found four people to inflict itself on.
    
      To learn a spell, the caster must have each elemental \glsentrytext{sphere} the spell requires, and each at least as high as the spell's level},
    }
    
    %%%%%%%%%% Acronyms
    
    
    \newacronym[
      description={are the smallest unit of currency},
      shortplural={cp},
      name={Copper Pieces ({\scshape cp})},
    
      type={main},
    
      longplural={copper pieces},
      prefix={a\space},
    ]{cp}{cp}{copper piece}
    
    \newacronym[
      description={gets you 100 copper pieces},
      name={Silver Pieces ({\scshape sp})},
    
      type={main},
    
      sort={silver piece},
      longplural={silver pieces},
      shortplural={sp},
      prefix={a\space},
      ]{sp}{sp}{silver piece}
    
    \newacronym[
      description={convert to ten silver, or a thousand copper pieces},
      shortplural={gp},
      longplural={gold pieces},
      name={Gold Pieces ({\scshape gp})},
    
      type={main},
    
      sort={Gold Piece},
      prefix={a\space},
    ]{gp}{gp}{Gold Piece}
    
    \newacronym[
      description={measure how many actions someone can take in a round, based on how fast they can move and react.
      Start with 3 AP, plus your speed; put that many coins on your character sheet, and spend them each time you take an action},
      shortplural={AP},
      name={Action Points (AP)},
      parent={combat},
      prefix={an\space},
      ]{ap}{AP}{Action Point}
    
    \newacronym[
      description={show magical shielding from the Force sphere},
      shortplural={SP},
      prefix={a\space},
      ]{SP}{SP}{Shield Point}
    
    
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    %%%%%%%%%% Meta Terminology %%%%%%%%%%
    
    
    \newacronym[
    
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      description={a brand GNU RPG},
      name={BIND},
      nonumberlist,
    ]{bind}{BIND}{BIND Is Not DnD}
    
    
    \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},
    
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      parent={bind},
    
      ]{piy}{PiY}{Print it Yourself}
    
    \newacronym[
      description={means that the file is for printing, not for reading on a screen},
      prefix={a\space},
    
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      parent={bind},
    
      nonumberlist,
      ]{pdf}{pdf}{Printable Document Format}
    
    
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    %%%%%%%%%%%%%%%% General Terms %%%%%%%%%%%%%%%%%%%%
    
    \longnewglossaryentry{ainumar}{
    
      name={The Ainumar},
      text={Ainumar},
      plural={Ainumari},
      sort={Ainumar},
    
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      nonumberlist,
    
      description={is a great orb in the sky, commonly supposed to be where the gods live.
    
      \glsentrytext{fenestra} circles around the Ainumar, as it circles the Sun.
      On clear days, the great `eye of the gods' becomes visible on its face},
    
    \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},
    
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    \newacronym[
      description={is the universal way to measure time in \glsentrytext{fenestra}, where one \glsentrytext{cycle} equals three `years'},
      name={Gnomish Machine Time (GMT)},
      prefix={a\space},
    
      parent={fenestra},
      type={main},
    
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    ]{gmt}{GMT}{Gnomish Machine Time}
    
    
    \longnewglossaryentry{alchemy}{
    
      prefix={an\space},
      name={Alchemy},
    
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      symbol={\glsentrytext{R}},
    
      text={alchemy},
      sort={Alchemy},
      description={is what alchemists do},
    }
    
    
    \longnewglossaryentry{sphere}{
    
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      name={Sphere},
      prefix={a\space},
      parent={alchemy},
      description={divide the world into meaningful parts.
      The five elemental Spheres are Fire, Air, Fate, Water, and Earth.
      Each pair joins its neighbours, making the high Spheres; Light, Death, Mind, Life, and Force},
    }
    
    
    \longnewglossaryentry{boon}{
    
      name={Concoctions},
      text={Concoction},
    
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      prefix={a\space},
    
      sort={concoction},
      parent={alchemy},
    
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      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},
    
    \longnewglossaryentry{ingredient}{
    
      name={Ingredients},
      text={Ingredient},
      prefix={an\space},
      nonumberlist,
      parent={alchemy},
    
      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{elixir}{
    
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      name={Elixirs},
      text={elixir},
      prefix={an\space},
      parent={alchemy},
      description={heal diseases.
      Each one requires a particular type of \glsentrytext{ingredient} to heal a particular disease},
    }
    
    
    \longnewglossaryentry{invocation}{
    
      name={Invocations},
      text={Invocation},
      prefix={an\space},
      parent={alchemy},
      description={are the basic sentence-formulae which define spells.
      They consist of one to five `descriptors', one action, and a target.
    
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      For example, `{\sffamily Distant, Wax Air}' spells encourage air at a distance},
    
    \longnewglossaryentry{talisman}{
    
      prefix={a\space},
    
      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},
    
    \longnewglossaryentry{artefact}{
    
      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},
    
    \longnewglossaryentry{cycle}{
    
      name={Cycles},
      text={cycle},
      prefix={a\space},
      description={As the \glsentrytext{ainumar} circles the Sun, \glsentrytext{fenestra} circles it.
      Each complete Cycle has twelve seasons, and which last three years in total},
    }
    
    
    \longnewglossaryentry{edge}{
    
      name={The Edge},
      sort={Edge},
      text={Edge},
      first={Edge of Civilization},
      prefix={an\space},
      category={location},
      parent={fenestra},
      description={lies one footstep off the \gls{lonelyRoad}, and surrounded 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},
    }
    
    
    \longnewglossaryentry{lonelyRoad}{
    
      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{witch}{
    
      name={Witch},
      text={witch},
    
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      plural={witches},
    
      prefix={a\space},
      parent={alchemy},
      description={simply means any spell-caster, often used as a derogatory term for a dishonoured \glsentrytext{doula}},
    }
    
    
    \longnewglossaryentry{witchcraft}{
    
      name={Witchcraft},
      text={Witchcraft},
      prefix={a\space},
    
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      parent={action},
      description={is real magic, involving skill rather than relying on a recipe\ldots or any understanding of \glsentrytext{alchemy}},
    
    \longnewglossaryentry{deep}{
    
      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}},
    
    \longnewglossaryentry{blight}{
    
      name={A Blight},
      text={blight},
      sort={Blight},
    
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      prefix={a\space},
    
      category={location},
    
      parent={fenestra},
    
      description={is an area too full of goblins for anyone to live.
    
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      Most blights have at least one cave or portal to the underground goblin realm},
    
    \longnewglossaryentry{village}{
    
      name={Baileys},
      text={bailey},
      prefix={a\space},
    
      category={location},
    
      parent={fenestra},
    
      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},
    
    \longnewglossaryentry{bothy}{
    
      name={Bothies},
      text={bothy},
      plural={bothies},
      prefix={a\space},
    
      category={location},
    
      parent={lonelyRoad},
    
      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{sylf}{
    
      name={Sylf},
      category={god},
    
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      symbol={\glsentrytext{beasts}},
    
      parent={ainumar},
    
      description={has griffin wings, with a woodspy's head, an arachnic thorax, and human belly; both chambers are painfully bloated from pregnancy.
      She gives birth to monsters endlessly.
    
      The \glsentrytext{guard} exist to either thwart, or feed her, dependng on whom one asks},
    }
    
    
    \longnewglossaryentry{templeOfBeasts}{
    
      name={The Temple of Beasts},
      text={Temple of Beasts},
    
      prefix={a\space},
    
      symbol={\glssymbol{sylf}},
    
      nonumberlist,
    
      description={The highest and lowest of all temples absorbs people with progressive political ideas, feckless drunks, dickheads, and scum.
    
      All of them become heroes, and forest-feed},
    
    \longnewglossaryentry{broch}{
    
      name={Brochs},
      text={broch},
      prefix={a\space},
    
      category={location},
    
      parent={templeOfBeasts},
    
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      description={ are grand towers which surround civilization.
    
      The \glsentrytext{guard} stay in them, playing loud pipes, and lighting fires to temp predators towards them.
    
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      Once a predator arrives, the \gls{guard} can loose arrows towards them, meaning one less predator able to attack any nearby \glsentrytext{village}, or the inner settlements.
      A ring of flat earth surrounds each one, giving archers a clear shot at anything which emerges from the \glsentrytext{edge}},
    
    \longnewglossaryentry{guard}{
    
      name={Night Guards},
      sort={Night Guard},
      text={Night Guard},
      prefix={a\space},
      parent={templeOfBeasts},
    
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      nonumberlist,
    
      description={are the sorry lot who have nothing better to do than wander into the darkness and get eaten},
    
    \longnewglossaryentry{jotter}{
    
      name={Jotters},
      text={jotter},
      prefix={a\space},
    
      parent={guard},
    
      description={do paperwork for the \glsentrytext{guard}, and control everything that their seniors don't care to manage},
    
    \longnewglossaryentry{ranger}{
    
      name={Rangers},
      text={ranger},
      prefix={a\space},
      parent={guard},
      description={travel fast, often on horseback, to provide reinforcements to any \glsentrytext{village} in immediate trouble},
    }
    
    
    \longnewglossaryentry{thane}{
    
      name={Thanes},
      text={thane},
      prefix={a\space},
      parent={guard},
      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{abderian}{
    
      name={Abderian},
    
      category={god},
    
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      symbol={\glsentrytext{poison}},
    
      parent={ainumar},
    
      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},
    
      prefix={a\space},
    
      symbol={\glssymbol{abderian}},
    
      nonumberlist,
    
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      description={Beer, brewing and baking protect humanity from \glsentrytext{abderian}, so this temple have established a divine monopoloy on the lot},
    
    \longnewglossaryentry{wheatGuild}{
    
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      name={The Wheat Guild},
      text={Wheat Guild},
      sort={Wheat Guild},
    
      prefix={a\space},
    
      category={location},
    
      parent={templeOfPoison},
    
      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},
    
    \longnewglossaryentry{server}{
    
      name={Servers},
      text={Server},
      prefix={a\space},
    
      parent={templeOfPoison},
    
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      description={make food for the \glsentrytext{wheatGuild} all day, and every \glsentrytext{warden} has one in their employ},
    
    \longnewglossaryentry{eldren}{
    
      name={Eldren},
    
      category={god},
    
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      symbol={\glsentrytext{sickness}},
    
      parent={ainumar},
    
      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},
    
      prefix={a\space},
    
      symbol={\glssymbol{eldren}},
    
      nonumberlist,
    
      description={People only like one god.
    
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      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}{
    
      name={Healers' Guild},
    
      prefix={a\space},
    
      category={location},
    
      parent={templeOfSickness},
    
      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},
    }
    
    
    \longnewglossaryentry{helper}{
    
      name={Helpers},
      text={Helper},
      prefix={a\space},
    
      parent={templeOfSickness},
    
      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},
    }
    
    
    \longnewglossaryentry{mixer}{
    
      name={Mixers},
      text={mixer},
      prefix={a\space},
      parent={helper},
      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},
    }
    
    
    \longnewglossaryentry{counter}{
    
      name={Counters},
      text={counters},
      prefix={a\space},
      parent={helper},
      description={count the spare beds, pension-funds paid towards the \glsentrytext{templeOfSickness}, expected time until a sick person die, total \glsentrytext{ingredient}-count of each type, and expected total cures and corpses.
      They form the heart of every \glsentrytext{healersGuild}},
    }
    
    
    \longnewglossaryentry{nulla}{
    
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      name={\qquad},
      category={god},
    
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      prefix={a\space},
      parent={ainumar},
    
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      symbol={\glsentrytext{misgen}},
      description={\qquad},
    }
    
    
    \longnewglossaryentry{templeOfMisgenesis}{
    
      name={The Temple of Misgenesis},
      text={Temple of Misgenesis},
      prefix={a\space},
      symbol={\glsentrytext{misgen}},
      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},
    }
    
    
    \longnewglossaryentry{doula}{
    
      name={Doulas},
      text={Doula},
      prefix={a\space},
    
      parent={templeOfMisgenesis},
    
      description={help with births, blessings, and beginnings of all kind.
      They protect the population from misgeneis -- the death which occurs before life.