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description={gets you 100 copper pieces},
name={Silver Pieces ({\scshape sp})},
sort={Y},
type={mech},
longplural={silver pieces},
shortplural={sp},
prefix={one\space},
prefixfirst={a\space},
parent={coin},
]{sp}{sp}{silver piece}
\newacronym[
description={convert to ten silver, or a thousand copper pieces},
name={Gold Pieces ({\scshape gp})},
shortplural={gp},
longplural={gold pieces},
sort={Z},
type={mech},
prefix={one\space},
prefixfirst={a\space},
\longnewglossaryentry{witchcraft}{
name={Witchcraft},
text={witchcraft},
prefix={a\space},
type={mech},
description={Some speak their \glsentrytext{spell}, others construct it from \glsentrytext{monster} bodies.
In any case, the results are the same -- unpredictable},
}
\longnewglossaryentry{witch}{
name={Witch},
text={witch},
plural={witches},
prefix={a\space},
type={mech},
parent={witchcraft},
description={simply means anyone who can speak to the \glsfmtplural{sphere} using their inner store of mana.
These people have no special uniform, and hide their talents easily},
shortplural={MP},
prefix={an\space},
prefixfirst={a\space},
description={grant every \glsentrytext{witch} their power.
When they run out, they gain one \glsentrytext{ep} for every point they cannot spend},
\longnewglossaryentry{invocation}{
name={Invocations},
text={Invocation},
prefix={an\space},
parent={witchcraft},
type={mech},
category={indexed},
description={are the basic sentence-formulae which define spells.
They consist of one to five `\glsfmtplural{descriptor}', one action, and a target.
\begin{boxtable}[YccL]
\textbf{Descriptors} & \textbf{Action} & \textbf{Target} & \textbf{Result} \\
\hline
--- & Wax & Fire & Candle Grows Bright \\
Detailed & Warp & Water & Water turns into an ice statue. \\
Distant, Duplicated & Wane & Fate, Air & Targets at a distance ignore \glsentrytext{ep} Penalties. \\
\end{boxtable}
If a mechanical effect needs a number, that number is 2 plus the cost when using an Elemental \glsentrytext{sphere}, and 1 plus the cost when using a High \glsentrytext{sphere}.
Each descriptor raises the \glsentrytext{mp} cost by~1},
}
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.
Spells with a Distant range cannot be reigned in; if the range is
\toggletrue{Distant}%
`\spellRange', the spell will find the nearest target at that distance.
Casters only select a spell's first target.
The spell forks through the others like lightning, and may `arc' across any distances up to its original range.
A curse which affects `4 targets' will strike the first person aimed at, and then affect the nearest 3; but a Water spell with `4 targets' which hits a river will simply affect 4 \glsfmtplural{step} along the river},
\newcommand\descriptorTable{
\toggletrue{Duplicated}
\begin{boxtable}[c|YYY]
\textbf{Lv.} & \textbf{Distant} & \textbf{Duplicated} & \textbf{Devious} \\\hline
\setcounter{spellCost}{2}%
\arabic{spellCost} & \setLongRange \spellRange & \setTargetsIfDuplicated \arabic{spellTargets} targets & 1~\showOnset \\
\stepcounter{spellCost}
\arabic{spellCost} & \setLongRange \spellRange & \setTargetsIfDuplicated \arabic{spellTargets} targets & 1~\showOnset \\
\stepcounter{spellCost}
\arabic{spellCost} & \setLongRange \spellRange & \setTargetsIfDuplicated \arabic{spellTargets} targets & 1~\showOnset \\
\stepcounter{spellCost}
\arabic{spellCost} & \setLongRange \spellRange & \setTargetsIfDuplicated \arabic{spellTargets} targets & 1~\showOnset \\
\stepcounter{spellCost}
\arabic{spellCost} & \setLongRange \spellRange & \setTargetsIfDuplicated \arabic{spellTargets} targets & 1~\showOnset \\
\end{boxtable}
}
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\longnewglossaryentry{descriptor}{
name={Descriptors},
text={Descriptor},
prefix={a\space},
parent={invocation},
type={mech},
category={rules},
description={are fiddly.
Each one raises a spell's cost, and boosts one aspect.
But every time a spell's level increases, all Descriptors get a boost, which can lead to complications.
Distant spells cannot target anything nearby.
Duplicated spells continue finding targets until they have enough.
Devious spells wait for a long time, then the effects grow slowly.
\descriptorTable
Divergent spells use an opposing element, with exactly the same \glsentrytext{invocation}.
Detailed spells let the caster create precise instructions for a spell, but higher-level Detailed spells must show only something the caster has intimate knowledge of, so most come to resemble the caster's family, or past-times},
}
\longnewglossaryentry{casting}{
name={Castings},
text={casting},
parent={witch},
type={mech},
category={rules},
description={demand one \glsentrytext{mp} per spell level.
The \glsentrytext{witch} then commands the target \glsentrytext{sphere}, rolling \roll{Charisma}{} the lowest \glsentrytext{skill} required.
When `overspending' on the \glsentrytext{invocation}, the debt is paid in \glsentrytext{ep}.
\Glsfmtplural{tn} depend on how malleable the target is.
Earth spells can affect ice far more easily than rocks, and Air spells can whip up a gale easier when outdoors.
When used in combat, spells cost a number of \glsfmtplural{ap} equal to the \glsentrytext{mp}~cost~+~1},
name={Alchemy},
text={alchemy},
sort={Alchemy},
prefix={an\space},
type={mech},
parent={witchcraft},
description={is the practice of turning a raw magical \glsentrytext{ingredient} into something useful.
It requires no \glsentrytext{sphere} \glsentrytext{skill} to use -- just a recipe.
Alchemical items have a default \glsentrytext{weight} of 1},
description={divide the world into meaningful parts.
The five Elemental Spheres can join a neighbour to produce a high Sphere.
Fire and Earth make Force.
Earth and Water make Life.
Water and Fate make Mind.
Fate and Air make Death.
Air and Fire make Light.
If a caster can think of a way to use any Sphere to stop an attack, they can enter combat as usual with their \roll{Charisma}{Sphere}, rolling at \glsentrytext{tn} 7 plus the \glsentrytext{npc}'s \roll{Dexterity}{Melee}.
A battle-ready \glsentrytext{witch} might encourage a warrior's torch to burn his own face off, or make him forget what he was doing even as he swings a sword},
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}},
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%% Storytime!
%%%%%%%%%%%%
%
% The list of things you might harvest for ingredients is long, and it'll get
% longer. This is boring. We only want the creatures which exist in the
% book.
%
% By attaching a label to '\gls{woodspy}', we can check if an actual woodspy
% appears, which means the Judge needs to know that the beak is worth money, and
% why it's worth money.
%
% EXCEPT that doesn't work. Even mentioning a woodspy puts in pointless
% additions to the list. Therefore, monster-labels are attached to the
% statblock, not the gls entry.
%
% EXCEPT that doesn't work. These books take their labels from the Book of
% Judgement, which has every monster statblock, so all entries appear under
% 'harvesting'. As a result, the label placed is '\label{\jobname:monster}',
% which means '\label{judgement:monster}' in the case of the Book of
% Judgement.
\longnewglossaryentry{harvesting}{
name={Harvesting},
text={harvesting},
prefix={a\space},
nonumberlist,
category={general},
parent={alchemy},
type={mech},
description={means preparing plants and field dressing the useful parts from \glsfmtplural{monster}, especially for \glsfmtplural{ingredient}.
\begin{boxtable}[LL]
\textbf{Part} & \textbf{\Glsfmttext{ingredient}} \\
\hline
\IfLabelExistsTF{\jobname:harvestAuroch}{
Twelve auroch hooves & Earth \glsfmttext{ingredient} \\
\IfLabelExistsTF{\jobname:harvestBasilisk}{
\Glsfmttext{basilisk} craw & Air \glsfmttext{ingredient} \\
\Glsfmttext{basilisk} hide & $\frac{Strength}{2}$ Earth \glsfmtplural{ingredient} \\
}{}
\IfLabelExistsTF{\jobname:harvestBear}{
Bear's heart & Fire \glsfmttext{ingredient} \\
}{}
\IfLabelExistsTF{\jobname:harvestBedshrooms}{
\Glsfmtplural{bedshroom} & Air \glsfmttext{ingredient} \\
}{}
\IfLabelExistsTF{\jobname:harvestGriffin}{
\Glsfmttext{griffin} wings & 1 Air \glsfmttext{ingredient} each \\
}{}
\IfLabelExistsTF{\jobname:harvestDigger}{
\Glsfmttext{digger} pups livers & $1D6$ Earth \glsfmtplural{ingredient} \\
}{}
\fi
\IfLabelExistsTF{\jobname:harvestGlowshrooms}{
\Glsfmtplural{glowshroom} & Fire \glsfmttext{ingredient} \\
}{}
\IfLabelExistsTF{\jobname:harvestMshrooms}{
\Glsfmtplural{marchingMushroom} & Earth \glsfmttext{ingredient} \\
\IfLabelExistsTF{\jobname:harvestCrawler}{
\Glsfmttext{crawler} spinneret & Fate \glsfmttext{ingredient} \\
}{}
\IfLabelExistsTF{\jobname:harvestSporefolk}{
\Glsfmttext{sporefolk} & 2 Fate \glsfmtplural{ingredient} \\
}{}
\IfLabelExistsTF{\jobname:harvestStirge}{
Stirge queen & 2 Fire \glsfmtplural{ingredient} \\
}{}
\ifnum\value{temperature}>1
\IfLabelExistsTF{\jobname:harvestHulk}{
\Glsfmttext{hulk} eggs & $2D6-5$ Fire \glsfmtplural{ingredient} \\
}{}
\fi
\IfLabelExistsTF{\jobname:harvestWatcher}{
Watcher & $1D3$ Water \glsfmtplural{ingredient} \\
}{}
\IfLabelExistsTF{\jobname:harvestWoodspy}{
\Glsfmttext{woodspy} beak & Water \glsfmttext{ingredient} \\
}{}
\end{boxtable}
Harvesting is tricky.
Roll \roll{Dexterity}{Cultivation} at \glsentrytext{tn}~%
\ifcase\value{temperature}%
10%
\or%
12%
\or%
12%
\else%
14%
\fi%
}{12 (-2~Penalty over \glsfmttext{cFive}, +2 during \glsfmttext{cTwo})}.
\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 disperse 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)},
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 difficult to transport},
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={This world orbits the great \glsentrytext{ainumar}, which orbits the Sun},
\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},
}
\longnewglossaryentry{lonelyRoad}{
name={The Lonely Road},
sort={Lonely Road},
text={lonely road},
prefix={a\space},
category={location},
description={the liminal space between civilization and the \glsentrytext{edge}.
One side of the road holds farms, and the other \glsfmtplural{monster}.
But roads are made by walking, so the \glsfmtplural{guard} keep walking, because every step pushes back the forest a finger},
}
description={is the Gnomish art of measuring time.
By its count, the current year is \arabic{fenestraYear}},
]{gmt}{GMT}{Gnomish Machine Time}
name={Cycles},
text={cycle},
prefix={a\space},
description={divide the year into six chunks of sixty days.
As the world swings closer or farther from the Sun, the weather changes dramatically.
\orrery[1/8, 1/23, 2/8, 2/23, 3/8, 3/23]
Each one begins and ends with a violent \glsentrytext{storm}, which signals that a new cycle has begun},
name={The Edge},
sort={Edge},
text={Edge},
first={Edge of Civilization},
prefix={an\space},
category={location},
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},
}
\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},
description={is the network of frigid, nearly lifeless caverns, which sits beneath much of \glsentrytext{fenestra}},
\longnewglossaryentry{sporefolk}{
name={Spore Folk},
text={Spore Folk},
plural={Spore Folk},
prefix={a\space},
category={indexed},
parent={deep},
description={are sentient, self-made, fungal masses. They are hyper-dimorphic, living \glsfmtplural{artefact}},
}
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 perimeter 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 perimeter grows smaller as bushes creep towards the farmland, providing cover for monsters, and diminishing the time archers have to shoot at creatures},
\longnewglossaryentry{dawnDolly}{
name={Dawn Dollies},
text={dawn dolly},
plural={dawn dollies},
prefix={a\space},
category={general},
parent={village},
description={are scarecrow-style rag-dolls which people keep by their door to waggle outside first thing in the morning.
Any \glsentrytext{monster} sitting silently on the roof, or by the door, will hopefully grab the doll},
}
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},
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.
They have no natural cries, so people call them `the voiceless'},
\longnewglossaryentry{griffin}{
name={Griffins},
text={griffin},
prefix={a\space},
parent={monster},
description={have large bat-like wings which fold into their forearms when they need to sprint.
They have no natural cry, but can immitate almost anything they've heard},
}
\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 texture 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={Raknids},
text={raknid},
description={hunt deer like spiders hunt insects\ldots entangling them in thick webs and eating them alive.
They gallop through the woods, tall as horses, with twice as many legs and hard chitin shells.
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{hulk}{
name={Umber Hulks},
text={umber hulk},
prefix={an\space},
parent={monster},
category={indexed},
description={are massive insect-like creatures with gnashing mandibles},
}
\longnewglossaryentry{undead}{
name={The Undead},
text={undead},
prefix={an\space},
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symbol={\glsentrytext{D}},
description={are souls trapped in a dead body \glsentrytext{witchcraft}.
Each one is deaf and blind, but they can see the light that comes from every living soul.
Animals give off a feint light, like a candle, but people burn like a bonfire, and the dead can see them from miles away.
Most have preservation \glsfmtplural{spell} cast on their bodies.
The rest soon rot, like any other corpse.
},
}
\longnewglossaryentry{ghoul}{
name={Ghouls},
text={ghoul},
prefix={a\space},
parent={undead},
category={indexed},
description={are simple spirits, trapped in a body, or perhaps small remnants of the body's soul, broken by the \glsfmttext{spell} which made them.
They move towards living people, grab them, and kill, then stare vacantly as they drink the soul},
}
\longnewglossaryentry{ghast}{
name={Ghasts},
text={ghast},
prefix={a\space},
parent={undead},
category={indexed},
description={remember their life, but need to kill to sustain themselves.
Most don't understand what they are when they become undead --- they see blinding light, and feel a new kind of hunger, then feed.
Some survive for centuries, moving slowly to preserve their energy, killing when they can, and even maintaining arms},
}
\longnewglossaryentry{temple}{
name={The 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 \glsentrytext{griffin}-wings, with a writhing \glsentrytext{woodspy}'s head, an arachnid thorax, and human belly; both chambers are painfully bloated from pregnancy.
She gives birth to monsters endlessly, and when they eat someone, she uses the devoured soul to birth another monster},
\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 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},
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},
parent={templeOfBeasts},
category={rank},
description={stand on \glsentrytext{broch} balconies, taking down \glsfmtplural{monster} 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},
\longnewglossaryentry{server}{
name={Servers},
text={server},
parent={templeOfPoison},
category={profession},
sort={3},
prefix={a\space},
description={make food for the \glsentrytext{wheatGuild} all day, and every \glsentrytext{warden} has one in their employ},
}
parent={templeOfPoison},
category={rank},
prefix={a\space},
description={come from the streets, and generally return after months.
The working hours and heat in the kitchens tire even the fittest of humans},
}
\longnewglossaryentry{tender}{
name={Tenders},
text={tender},
parent={templeOfPoison},
category={rank},
prefix={a\space},
description={tend the bars, if they can curry enough favour to move away from baking},
}
\longnewglossaryentry{cook}{
name={Cook},
text={cook},
prefix={a\space},
parent={templeOfPoison},
category={rank},
description={require a good nose, fast hands, and enough savings to bribe their way into the position},
}
\longnewglossaryentry{curator}{
name={Curator},
text={curator},
prefix={a\space},
parent={templeOfPoison},
category={rank},
description={need fast eyes to read and tabulate books.
They test every bottle, and remember the daily-changing price of every drink},
}
parent={templeOfPoison},
category={rank},
description={renounce any official status as \glsfmtplural{warden}, buy a property, and join the guild near its top rank.
They purchase supplies, barter with traders for wholesale prices, and keep in contact with the cooks who work with \glsfmtplural{warden}},
}
\longnewglossaryentry{chef}{
name={Chefs},
text={chef},
prefix={a\space},
parent={templeOfPoison},
category={rank},
description={know all the guild's best recipes, both for food and poison.
Besides their special recipes, they do not cook much, as they too come from \glsfmttext{warden} families, and have better things to do},
}
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}{