Newer
Older
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},
}
description={tend to the sick and dying, on behalf of the \glsentrytext{healersGuild}.
The temple only takes on new people from those with a disability of some kind, so the grounds are maximally accessible to everyone.
The \glsentrytext{guard} who endure permanent injuries often retire as helpers},
name={Mixers},
text={mixer},
prefix={a\space},
parent={templeOfSickness},
category={rank},
description={can devise \glsentrytext{elixir} recipes to cure diseases.
They create a constant demand on the \glsentrytext{ingredient}-trade, as people are always getting sick with one thing or another},
}
parent={templeOfSickness},
category={rank},
description={count the spare beds, pension-funds paid towards the \glsentrytext{templeOfSickness}, expected time until a sick person dies, total \glsentrytext{elixir}-count of each type, and expected total cures and corpses.
They form the heart of every \glsentrytext{healersGuild}},
}
\longnewglossaryentry{grummel}{
name={Grummel},
category={god},
description={waits till \glsentrytext{fenestra} approaches the \glsentrytext{ainumar} and begins to shake it, causing earthquakes, volcanic erruptions, and tidal waves.
These mark the end of each \glsentrytext{cycle}, and people call them \glsfmtname{storm}},
}
\longnewglossaryentry{templeOfStorms}{
name={The Temple of Storms},
text={Temple of Storms},
plural={Temples of Storm},
prefix={a\space},
symbol={\glsentrysymbol{grummel}},
parent={temple},
nonumberlist,
description={sell calendars and architectural plans.
The former help farmers, while the latter help any \glsentrytext{warden} who wants their dwelling to survive the next \glsentrytext{storm}},
}
\longnewglossaryentry{templeOfMisgenesis}{
name={The Temple of Misgenesis},
text={Temple of Misgenesis},
nonumberlist,
description={Some things never were. This loose organization alters fortune to ensure nobody has to fail a task before they try, or give up on the best career they never considered},
}
description={help with births, blessings, and beginnings of all kind.
They protect the population from misgenesis -- the death which occurs before life.
Nobody begins a business venture or party without a blessing from a doula},
\longnewglossaryentry{wayfinder}{
name={Wayfinders},
text={wayfinder},
prefix={a\space},
parent={templeOfMisgenesis},
description={locate ground for new settlements.
To qualify, one must have sufficient skill at \glsentrytext{witchcraft} to wander past the \glsentrytext{edge} without fear},
}
description={sell various potions and blessings},
parent={ainumar},
description={is the god of death by justice.
When bandits swing from the noose in the \glsentrytext{court}, Paik takes them to his realm, and taunts them forever},
}
\longnewglossaryentry{templeOfJustice}{
name={The Temple of Justice},
text={Temple of Justice},
description={Left to their own paranoia, people form mobs, and mob-justice prevails.
This temple thwarts the worst plans of the god \glsentrytext{paik} by providing impartial, official, justice},
name={The Pit of Justice},
text={Pit of Justice},
prefix={a\space},
description={is where a town's \glsentrytext{warden} resolves legal disputes, and decides on the correct punishment for criminals.
All trials must be on display, to warn the people about the consequences of crime, so they can learn that justice always prevails.
And all trials must be entertaining, or nobody will pay the entry fee of 1~\glsentrytext{cp}},
nonumberlist,
parent={templeOfJustice},
description={bear the heavy burden of enforcing laws, and maintaining the \glsentrytext{court}.
Every \glsentrytext{village} with a couple of hundred souls has a keeper to keep them right, and collect payments for the vital service they provide},
parent={templeOfJustice},
category={rank},
description={make the laws and decide fitting punishments for criminals in their \glsentrytext{court}},
parent={templeOfJustice},
category={rank},
description={count every \glsfmtlongpl{cp} in their \glsentrytext{warden}'s estate, keep their \glsentrytext{warden} up-to-date on recent affairs, and keep in contact with every \glsentrytext{guard} \glsentrytext{jotter} in the area, and ensure the \glsentrytext{wheatGuild} don't cause problems},
parent={templeOfJustice},
category={rank},
description={are the upstanding soldiers who protect the city from all the unwashed masses, while wearing shiny-white tabards},
}
description={releases cold into the world to watch people lay down and die in the snow, then takes them to his frigid realm, to place their frozen spirits there like an ornament},
\longnewglossaryentry{templeOfFrost}{
name={The Temple of Frost},
text={Temple of Frost},
description={exists to thwart \glsentrytext{sable}, who comes to \glsentrytext{fenestra} every year to steal souls with frost.
Before he strikes, the weavers provide preservatives.
As snow begins to fall, everyone approaches the weavers for warm clothes, or just to sit by their warm fire and gossip for a while},
\longnewglossaryentry{weaversGuild}{
description={houses a massive fire, many looms, and plenty of space to tell a long story},
description={produce the best and warmest of clothes for \glsentrytext{cTwo}},
\longnewglossaryentry{notary}{
name={Notaries},
text={notary},
plural={notaries},
prefix={a\space},
parent={templeOfFrost},
description={records transferrance of ownership, so people can save money, without having to transport valuable goods.
The real items remain in a secret location, where they won't interfere with trade},
}
When people fight each other, she takes their soul to her realm of eternal war},
}
\longnewglossaryentry{templeOfHate}{
name={The Temple of Hate},
text={Temple of Hate},
description={As resources run thin, humanity becomes its own worst enemy.
Disgust spreads into bigotry, then war, as \glsentrytext{wrecan} pulls people into her realm},
description={take in angry, young people, and redirect their anger into work and negotiation skills.
They handle all the major disputes which nobody wants to take to the \glsentrytext{templeOfJustice}, and often become the de-facto arbiters when one \glsentrytext{warden} cannot agree with another},
description={work in the \glsentrytext{armourHall} and guard civilization from death by Hate, with a combination of excellent armour, and diplomatic skills},
\longnewglossaryentry{proctor}{
name={Proctors},
text={proctor},
prefix={a\space},
parent={templeOfHate},
category={rank},
sort={3},
nonumberlist,
description={settle disputes between anyone who agrees to their arbitration.
Simple missions involve a house-visit, more famed proctors journey the \glsentrytext{lonelyRoad} to ensure some distant \glsentrytext{warden} changes his behaviour.
When all else fails, proctors have the abililty to ban the sale of armour across a town and nearby settlements.
Most only serve for a year before finding someone else to take the job},
description={is the god who kills by curiosity.
When idiots go to investigate something which sensible people would leave alone, they say their soul goes to live with \glsentrytext{yonder}.
Nobody knows what happens after that, and there's only one way to find out\ldots},
\longnewglossaryentry{templeOfCuriosity}{
name={The Temple of Curiosity},
text={Temple of Curiosity},
description={People who go searching for answers often don't come back.
This temple keeps an official log of all curiosities so that people don't have to go anywhere dangerous to learn -- they can just read.
Anyone not content to stay inside and read eventually goes to write a travel-book},
They always need more basilisk bodies to make the latter two},
\longnewglossaryentry{secretLibrary}{
name={The Secret Library},
text={the Secret Library},
category={location},
sort={ZZB},
parent={templeOfCuriosity},
description={controls the \glsentrytext{templeOfCuriosity} from an unknown location.
It holds and hoards every map, secret, and oddity that any \glsentrytext{scribe} finds, and needs a constant supply of candles, so it can never go dark},
}
description={are anyone who works for the \glsentrytext{paperGuild}.
\longnewglossaryentry{chandler}{
name={Chandlers},
text={chandler},
category={rank},
description={make candles, in a hot, humid, basement.
Everyone in the \glsentrytext{paperGuild} must begin here, in order to understand the effort light demands},
}
\longnewglossaryentry{scrivener}{
name={Scriveners},
text={scrivener},
prefix={a\space},
sort={3},
parent={templeOfCuriosity},
category={rank},
description={know how to write, craft contracts, and take fast notes for any \glsentrytext{court}},
}
description={travel to deliver messages, and gather information for the \glsentrytext{paperGuild}},
}
\longnewglossaryentry{cartographer}{
name={Cartographers},
text={cartographer},
description={create, confirm, and update maps.
The most valuable of these contain information on \glsentrytext{ingredient}-rich ground, which they use for \glsentrytext{alchemy} spells to learn about the landscape, so they can make more maps},
}
\longnewglossaryentry{librarian}{
name={Librarians},
text={librarian},
sort={6},
prefix={a\space},
parent={templeOfCuriosity},
category={rank},
description={run libraries.
The previous librarian selects them},
}
\longnewglossaryentry{philosopher}{
name={Philosophers},
text={philosopher},
prefix={a\space},
parent={templeOfCuriosity},
category={rank},
description={write books about what the previous philosopher tried to say, in language so precise that nobody else can read them},
name={Yonders},
prefix={one\space},
description={is the first \glsentrytext{cycle}.
It begins with mild weather, and after three days an eclipse blots out the \glsentrytext{ainumar}.
At the end, an unusually warm \glsentrytext{storm} allows any cold-blooded \glsentrytext{monster} one last opportunity to gorge before the temperature drops rapidly},
}
\longnewglossaryentry{cTwo}{
name={Sables},
sort={2},
parent={cycle},
description={begins the second \glsentrytext{cycle} with a warm \glsentrytext{storm}, then immediately after brings cold snow, then more each day.
At the half-way point -- day thirty -- a fifteen-hour eclipse plumets \glsentrytext{fenestra} into the black, frozen abyss of space.
People say the eclipse represent's \glsentrytext{sable}'s attempt to destroy \glsentrytext{fenestra}},
}
\longnewglossaryentry{cThree}{
prefix={a\space},
sort={3},
parent={cycle},
description={begins the third \glsentrytext{cycle} with a long \glsentrytext{storm} as \glsentrytext{grummel} pulls \glsentrytext{fenestra} back from the shadows to consume more souls and awaken every \glsentrytext{basilisk} from hibernation.
Three days before the end, an eclipse marks \glsentrytext{sable}'s retreat as the last \glsentrytext{basilisk} awakens},
}
\longnewglossaryentry{cFour}{
prefix={an\space},
sort={4},
parent={cycle},
description={works like Spring, bringing warmth, lambs, and myriad insects.
As the fourth \glsentrytext{cycle} out of six, it marks the half-way point, when the weather becomes warmer},
}
\longnewglossaryentry{cFive}{
name={Sylfs},
prefix={a\space},
sort={5},
parent={cycle},
description={begins the fifth \glsentrytext{cycle} with a cold-snap eclipse, just as the \glsentrytext{storm} hits, then quickly becomes scorching hot.
No sane creature stays in the Sun for long during this \glsentrytext{cycle}},
}
\longnewglossaryentry{burn}{
name={The Big Burn},
text={Big Burn},
prefix={a\space},
category={indexed},
parent={village},
description={happens over \glsentrytext{cFive}, when the forest becomes dry.
People place dry trees in the right spots for weeks, and then try to burn down as much of the forest as possible.
Many \glsfmtplural{village} evacuate during this period, while a dozen people light the fire},
}
prefix={a\space},
sort={6},
parent={cycle},
description={begins the last \glsentrytext{cycle} with an eclipse and a sudden temperature drop.
The next day returns to feeling warm, but never quite as warm as in \glsentrytext{cFive}.
Over the next sixty days, the temperature slowly falls, until \glsentrytext{cOne} begins a new year},
}
% Weather
\longnewglossaryentry{weather}{
name={Weather},
prefix={a\space},
parent={travel},
type={mech},
description={can spell death for anyone who doesn't take it seriously.
Some of these cosmological terrors will lay waste to the underprepared, while others sneak up on them slowly},
description={brings the face of the \glsentrytext{ainumar} up close at the end of each \glsentrytext{cycle}.
As the face of the gods looks a dozen-times larger than usual, the ground quakes, lightning strikes, the wind rips houses apart, and tidal waves thrash at every shore.
During this time, underground people venture deeper underground, while land-dwelling people often leave their houses in search of an empty space.
Any structure not built to withstand the quakes has a 1 in 6 chance of toppling, and travel speeds reduce to half.
No sane creature lives by the sea in \glsentrytext{fenestra} -- the tidal waves remove all civilization from every shore},
\longnewglossaryentry{coldSnap}{
name={Cold Snaps},
text={cold snap},
prefix={a\space},
type={mech},
parent={weather},
description={can drain the life from characters and wildlife in a blink.
During the cold, each \glsentrytext{interval} without protection inflicts 2~\glsfmtplural{ep}.
The mass disturbances in the air, mixed with the darkness, creates a kind of magic in the air, which grants +1 to everyone's Fate \glsentrytext{sphere}},
}
\longnewglossaryentry{earthquake}{
name={Earthquakes},
text={earthquake},
prefix={an\space},
type={mech},
parent={weather},
description={can topple \glsentrytext{village} walls, houses collapse inward, and gnomish warrens have their planning tested from the foundations to the rooves.
Despite the shaking, most structures remain standing.
Architects in \glsentrytext{fenestra} design castles for quakes, and dwarvish settlements, down at the edge of the \glsentrytext{deep}, often feel nothing, as underground caverns don't shake during quakes as badly as the surface does.
When quakes break bedrock, everyone with the tiniest understanding of magic finds themselves able to speak to stone, at least a little, as rocks and ice start to wake up.
This time grants a +1 bonus to everyone's Earth \glsentrytext{sphere}, for the short duration of the quake},
}
\longnewglossaryentry{eclipse}{
name={Eclipses},
text={eclipse},
prefix={an\space},
type={mech},
parent={weather},
description={plunge \glsentrytext{fenestra} into sudden daytime darkness, as the \glsentrytext{ainumar} blocks the Sun.
For this entire \glsentrytext{interval}, the winds becomes more pliable, and anyone with a voice to speak gains +1 to their Air \glsentrytext{sphere}},
}
\longnewglossaryentry{flood}{
name={Floods},
text={flood},
prefix={a\space},
type={mech},
parent={weather},
They rot food, and degrade the foundations of houses in subtle ways, which only become apparent years later.
High fortifications remain untouched, but underground dwelling runs the risk of water pouring in from above, and driving everything inside up into the Sunlight.
\Glsentrytext{fenestra}'s predators seem to have an instinct for floods, and will camp outside any homely holes in their territories.
Travel during a flood poses serious problems -- any affected area will half the travellers' rate of movement.
While floods occur, everyone gains a +1 Bonus to their Water \glsentrytext{sphere}},
}
\longnewglossaryentry{heatwave}{
text={heatwave},
prefix={a\space},
type={mech},
parent={weather},
description={will turn most armour into a liability, as all travellers in direct Sunlight will endure 1~\glsentrytext{ep} each \glsentrytext{interval} while wearing loose-fitting clothes, or +2 in heavy clothes.
During a heatwave, everyone gains a +1 Bonus to their Fire \glsentrytext{sphere}},
}
\longnewglossaryentry{hurricane}{
name={Hurricanes},
text={hurricane},
prefix={a\space},
type={mech},
parent={weather},
description={make travel challenging, and reduce the standard miles travelled by 1.
All large items -- rooves, carts, et c. -- have a 1 in 6 chance of getting pulled off and possibly thrown by the wind},
}
\longnewglossaryentry{landslide}{
name={Landslides},
text={landslide},
prefix={a\space},
type={mech},
parent={weather},
description={will block all travel across an area for one full \glsentrytext{interval}, and everyone in the area has to flee or seek shelter.
Groups use a single \glsentrytext{natural} roll of \roll{Speed}{Athletics} (\tn[10]) to determine the outcome for everyone.
Anyone who fails becomes buried; they break free with \roll{Strength}{Survival} (\tn[10]), or remain buried forever},
}
\longnewglossaryentry{snow}{
name={Snow},
text={snow},
plural={snow},
prefix={a\space},
type={mech},
parent={weather},
description={slows every journey to half the standard speed.
The added cold also inflicts 1~\glsentrytext{ep} each \glsentrytext{interval} a character spends exposed},
}
\longnewglossaryentry{plant}{
name={Plants},
text={plant},
prefix={a\space},
symbol={\adfhangingflatleafleft},
description={within \glsentrytext{fenestra} can grow large, strange, and deadly},
\longnewglossaryentry{bedshroom}{
name={Bedshrooms},
text={bedshroom},
prefix={a\space},
parent={plant},
description={are fungi that look like shrivelled up cloth-sacks.
\label{\jobname:harvestBedshrooms}
While they have water, they grow spores inside the sack.
Once they dry up, any disturbance releases large amounts of spores.
Anyone breathing the spores in feels a dream rushing over them, beckoning them to sleep.
They receive $1D3$~\glsfmtplural{ep} and roll \roll{Strength}{Academics} (\glsentrytext{tn} 8) to stay awake.
Anyone who sleeps for the \glsentrytext{interval} removes $1D6$ \glsfmtplural{ep} and gains 1~\glsentrytext{mp}},
\longnewglossaryentry{dryadsKiss}{
name={Dryad's Kiss Shrooms},
text={dryad's kiss},
plural={dryad's kisses},
prefix={a\space},
category={indexed},
parent={plant},
description={are a tasty mushroom which makes people very gullible.
Anyone eating one takes a -2 penalty to all Deceit and Empathy checks for a day},
}
\longnewglossaryentry{glowshroom}{
name={Glowshrooms},
text={glowshroom},
prefix={a\space},
category={indexed},
parent={plant},
description={are subterranean fungi that give off a soft, faint light, but only in complete darkness.
\label{\jobname:harvestGlowshrooms}
Dwarves sometimes use them instead of torches, even though the light is dimmer.
Ingesting these plants can be deadly.
While healthy to eat, after two \glsfmtplural{interval} they mix with stomach acids and begin to glow.
This can turn someone into a sudden target in the dark, as their stomach shines faintly},
}
\longnewglossaryentry{marchingMushroom}{
plural={marching shrooms},
prefix={a\space},
parent={plant},
description={relieve tiredness when chewed, but slow the body and mind.
\label{\jobname:harvestMshrooms}
Once eaten, people ignore \glsentrytext{ep} Penalties for $1D6$~\glsfmtplural{interval}, but with -1 Penalty to Dexterity, Speed, Intelligence and Wits},
name={Horse-Drops},
text={horse-drop moss},
parent={plant},
description={are red little patches of moss, which grow on the roadside.
Horses, donkeys, and mules love them, because they also love being eaten by those fast-moving animals.
Once something eats the moss, it begins to grow inside the beast's stomach rapidly (inflicting one \glsentrytext{ep} each \glsentrytext{interval}).
Curing the beast requires an \roll{Intelligence}{Cultivation} roll (\tn[12]).
Once the beast dies, it explodes in a shower of red spores, and anyone breathing enough in can suffer the same effects},
\longnewglossaryentry{disgnome}{
name={Disgnome Blooms},
text={disgnome bloom},
prefix={a\space},
description={have yellow petals the size of a forearm, which sprout only in \glsentrytext{cFive}.
The rest of the time, they look like any other plain bush.
The roots sprout vicious, curved, spikes, with a mind-bending toxin.
A single scratch inflicts $1D3$~\glsfmtplural{ep}, each of which inflict a -1 Wits Penalty for as long as that \glsentrytext{ep} remains},
\longnewglossaryentry{thornyThicket}{
name={Thorny Thickets},
text={thorny thicket},
category={indexed},
parent={plant},
description={create serious complications for anyone moving through them.
They reduce running speed by 2~\glspl{step} per \gls{ap} spent, and moving through them requires a \roll{Dexterity}{Survival} roll (\tn[10]), or the would-be runner receives \pgls{ep} and loses all momentum, as dozens of tiny spikes scratch and pierce them.
Wearing full armour makes one immune to the cuts, but will not stop the movement problems},
}
\newglossaryentry{encumbrance}{
type=symbols,
\newglossaryentry{N}{
type=symbols,
nonumberlist,
name={\Hygiea},
\newglossaryentry{R}{
type=symbols,
nonumberlist,
name={\NorthNode},
\newglossaryentry{D}{
type=symbols,
nonumberlist,
name={\Lilith},
}
\newglossaryentry{T}{
type=symbols,
nonumberlist,
name={\Opposition},
\newglossaryentry{E}{
type=symbols,
sort=SN,
nonumberlist,
name={\Mercury},
description={Sentient (any gender or none)},
}
\newglossaryentry{F}{
type=symbols,
nonumberlist,
name={\Venus},
}
\newglossaryentry{M}{
type=symbols,
nonumberlist,
name={\Mars},
}
\newglossaryentry{A}{
type=symbols,
nonumberlist,
name={\Taurus},
}
% RACES
\newglossaryentry{Dw}{
type=symbols,
nonumberlist,
name={\Vulkanus},
}
\newglossaryentry{El}{
type=symbols,
nonumberlist,
name={\Moon},
}
\newglossaryentry{Hu}{
type=symbols,
nonumberlist,
name={\Saturn},
}
\newglossaryentry{Gn}{
type=symbols,
nonumberlist,
name={\Kronos},
}
\newglossaryentry{Nl}{
type=symbols,
nonumberlist,
name={\Admetos},
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%%%% Alchemy %%%%
\newglossaryentry{Wax}{
type=symbols,
nonumberlist,
sort=V1,
name={\Quincunx},
description={Wax},
}
\newglossaryentry{Wane}{
type=symbols,
nonumberlist,
sort=V2,
name={\Semisextile},
description={Wane},
}
\newglossaryentry{Warp}{
type=symbols,
nonumberlist,
sort=V3,
name={\Hidalgo},
description={Warp},
}
\newglossaryentry{Witness}{
type=symbols,
nonumberlist,
sort=V4,
name={\Uranus},
description={Witness},
}
\newglossaryentry{Air}{
type=symbols,
nonumberlist,
sort=W1,
name={\varhexagon},
description={Air},
}
\newglossaryentry{Fate}{
type=symbols,
nonumberlist,
sort=W2,
name={\Square},
description={Fate},
}
\newglossaryentry{Water}{
type=symbols,
nonumberlist,
sort=W3,
name={\Circle},
description={Water},
}
\newglossaryentry{Earth}{
type=symbols,
nonumberlist,
sort=W4,
name={\pentagon},
description={Earth},
}
\newglossaryentry{Fire}{
type=symbols,
nonumberlist,
sort=W5,
name={\Trine},
description={Fire},
}
\newglossaryentry{Detailed}{
type=symbols,
nonumberlist,
sort=X1,
name={\Sesquiquadrate},
description={Detailed},
}
\newglossaryentry{Devious}{
type=symbols,
nonumberlist,
sort=X2,
name={\Apollon},
description={Devious},
}
\newglossaryentry{Distant}{
type=symbols,
nonumberlist,
sort=X3,
name={\Sagittarius},
description={Distant},
}
\newglossaryentry{Divergent}{
type=symbols,
nonumberlist,
sort=X4,
name={\Poseidon},
description={Divergent},
}
\newglossaryentry{Duplicated}{
type=symbols,
nonumberlist,
sort=X5,
name={\Sextile},
description={Duplicated},
}
%% Remaining Symbols
% \Terra
% \Vesta
% \bfseries\lightning
% \Pallas
% \Ceres
% \Semisquare
%%%% Intervals %%%%
\newglossaryentry{morning}{
type=symbols,
sort=T1,
nonumberlist,
description={is first light, first \glsentrytext{interval}},
}
\newglossaryentry{afternoon}{
type=symbols,
sort=T2,
nonumberlist,
description={is the second \glsentrytext{interval}},
}
\newglossaryentry{evening}{
type=symbols,
sort=T3,
nonumberlist,
description={begins darkness, in the day's third \glsentrytext{interval}},
}
\newglossaryentry{night}{
type=symbols,
sort=T4,
nonumberlist,
name={\CIRCLE},
description={means darkness over the fourth \glsentrytext{interval}},
}