diff --git a/glossary.tex b/glossary.tex index 489a4c92d3ea11507527ee93b6cb224494af0b58..f08bcd284d6b2068f47c62b21b7d01cbb64ee46d 100644 --- a/glossary.tex +++ b/glossary.tex @@ -1058,6 +1058,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa } + %%%%%%%%%%%%%%%% General Terms %%%%%%%%%%%%%%%%%%%% \longnewglossaryentry{ainumar}{ @@ -2045,6 +2046,113 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa description={ -- \glsentrytext{fenestra}'s twelfth and final season, before the \glsentrytext{cycle} starts again}, } +% Weather + +\longnewglossaryentry{weather}{ + name={Weather}, + prefix={a\space}, + nonumberlist, + parent={fenestra}, + 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 willl slowly sneak up on them}, +} + +\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 \gls{fenestra} into sudden daytime darkness, as the \gls{ainumar} blocks the Sun. + For this entire \gls{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}, + description={ damage infrastructure worse than earthquakes. + 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}{ + name={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 \glsentrytext{journey} to half the standard speed. + The added cold also inflicts 1~\glsentrytext{ep} each \glsentrytext{interval} a character spends exposed}, +} + %%%%% Plants \longnewglossaryentry{plant}{