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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}
\glssetcategoryattribute{mech}{indexonlyfirst}{true}
\renewcommand*{\acronymtype}{mech}
\glssetcategoryattribute{general}{glossnamefont}{textbf}
\glsdefpostdesc{people}{.\space\adforn{15}\space}
\glsdefpostdesc{rules}{.\space\adforn{35}\space}
\glsdefpostdesc{location}{.\quad\adforn{14}\space}
\glsdefpostdesc{symbol}{.}
\glssetcategoryattribute{god}{glossnamefont}{textsf}
\newignoredglossary*{peeps}
\glssetcategoryattribute{rules}{nonumberlist}{true}
\glssetcategoryattribute{rules}{noindex}{true}
\glssetcategoryattribute{rules}{glossnamefont}{textsc}
\glssetcategoryattribute{abbreviation}{glossnamefont}{textit}
\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}
\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}
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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}},
}
\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}
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\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}
},
}
\longnewglossaryentry{storypoint}{
name={Story Points},
text={Story Point},
type={mech},
prefix={a\space},
description={allow players to declare that some part of their backstory arrives on scene to help the situation. They also grant \glsfmtlongpl{xp}},
\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},
\longnewglossaryentry{characterPool}{
name={Character Pool},
prefix={a\space},
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},
\longnewglossaryentry{region}{
name={Regions},
text={Region},
description={are broad areas like `forest', `town', `roads'.
Each contains different encounter types, and often has its own \glsentrytext{sq} collection},
}
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'},
\longnewglossaryentry{step}{
name={Steps},
text={step},
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},
\longnewglossaryentry{action}{
name={Actions},
text={Action},
type={mech},
prefix={an\space},
\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},
}
\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},
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}{
name={A Response Action},
sort={Response Action},
text={Response Action},
description={is any action taken as a reaction (usually taken when being attacked)},
name={A Banding Action},
sort={Banding Action},
text={Banding Action},
prefix={a\space},
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},
}
name={A Natural Roll},
text={Natural Roll},
sort={Natural Roll},
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},
\longnewglossaryentry{combat}{
name={Combat},
text={Combat},
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}},
\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}
\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},
description={measure small slices of fast-paced time.
Mostly, we use rounds for combat},
\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},
parent={combat},
name={Fate Points (FP)},
]{fp}{FP}{Fate Point}
\longnewglossaryentry{weapon}{
name={Weapons},
text={weapon},
type={mech},
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},
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},
}
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
name={Weight Rating},
text={Weight},
first={Weight Rating},
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}},
}
\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}
\longnewglossaryentry{casting}{
name={Castings},
text={casting},
prefix={a\space},
parent={action},
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.
When `overpsending' on the \glsentrytext{invocation}, the \glsentrytext{witch} gains 1~\glsentrytext{ep} for each \glsentrytext{mp} they lack.
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}
\longnewglossaryentry{spells}{
name={Spells},
text={spell},
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})},
longplural={copper pieces},
prefix={a\space},
]{cp}{cp}{copper piece}
\newacronym[
description={gets you 100 copper pieces},
name={Silver Pieces ({\scshape sp})},
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})},
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}
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},
]{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}
name={The Ainumar},
text={Ainumar},
plural={Ainumari},
sort={Ainumar},
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},
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 three `years'},
name={Gnomish Machine Time (GMT)},
prefix={a\space},
prefix={an\space},
name={Alchemy},
text={alchemy},
sort={Alchemy},
description={is what alchemists do},
}
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},
}
name={Concoctions},
text={Concoction},
sort={concoction},
parent={alchemy},
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={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}},
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},
}
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.
For example, `{\sffamily Distant, Wax Air}' spells encourage air at a distance},
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},
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},
}
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},
}
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},
}
prefix={a\space},
parent={alchemy},
description={simply means any spell-caster, often used as a derogatory term for a dishonoured \glsentrytext{doula}},
}
name={Witchcraft},
text={Witchcraft},
prefix={a\space},
parent={action},
description={is real magic, involving skill rather than relying on a recipe\ldots or any understanding of \glsentrytext{alchemy}},
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},
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},
}
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},
description={The highest and lowest of all temples absorbs people with progressive political ideas, feckless drunks, dickheads, and scum.
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 temp predators towards them.
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}},
name={Night Guards},
sort={Night Guard},
text={Night Guard},
prefix={a\space},
parent={templeOfBeasts},
description={are the sorry lot who have nothing better to do than wander into the darkness and get eaten},
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},
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},
}
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},
}
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},
description={Beer, brewing and baking protect humanity from \glsentrytext{abderian}, so this temple have established a divine monopoloy on the lot},
name={The Wheat Guild},
text={Wheat Guild},
sort={Wheat Guild},
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},
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},
\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},
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={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},
}
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}},
}
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},
}
name={Doulas},
text={Doula},
prefix={a\space},
description={help with births, blessings, and beginnings of all kind.
They protect the population from misgeneis -- the death which occurs before life.