<html><head><meta name="color-scheme" content="light dark"></head><body><pre style="word-wrap: break-word; white-space: pre-wrap;">\ifdefined\glossarytitle
  \relax
\else
  \newcommand\glossarytitle{Lexicon}
\fi

\newglossary*{people}{People}
\glssetcategoryattribute{people}{indexonlyfirst}{true}

\newglossary*{mech}{Mechanics}
\glssetcategoryattribute{mech}{indexonlyfirst}{true}

\glsdefpostdesc{general}{.}
\glssetcategoryattribute{general}{glossnamefont}{sc}
\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}
\glssetcategoryattribute{rules}{glossnamefont}{textsc}

\glssetcategoryattribute{location}{glossnamefont}{emph}

\makeglossaries

% 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}
}

\newacronym[
  description={a brand GNU RPG},
  name={BIND},
  nonumberlist,
]{BIND}{BIND}{BIND Is Not DnD}

\newacronym[
  description={means the spell's total level},
  text={spell level},
  nonumberlist,
]{lv}{Lv}{Spell Level}

\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},
]{gmt}{GMT}{Gnomish Machine Time}

\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 of how much luck the character has left, used solely to avoid Damage},
  shortplural={FP},
  prefix={an\space},
  name={Fate Points (FP)},
  ]{fp}{FP}{Fate Point}

\newacronym[
  description={provide linear, measure of a character's health and injury},
  shortplural={HP},
  prefix={an\space},
  prefixfirst={a\space},
  name={Health Points (HP)},
  ]{hp}{HP}{Health Point}

\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},
  name={Exhaustion Points (EP)},
  ]{ep}{EP}{Exhaustion Point}

\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},
  prefix={a\space},
  ]{tn}{TN}{Tie Number}

\newacronym[
  description={work as the ``battery power'' of a magic user, which allows them to power spells},
  shortplural={MP},
  name={Mana Points (MP)},
  prefix={an\space},
  prefixfirst={a\space},
  ]{mp}{MP}{Mana Point}

\newacronym[
  description={measure how many actions someone can take in a round, based on how fast they can move and react},
  shortplural={AP},
  name={Action Points (AP)},
  prefix={an\space},
  ]{ap}{AP}{Action Point}

\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)},
  nonumberlist,
  ]{xp}{XP}{Experience Point}

\newacronym[
  description={give a rough estimate of a creature's combat abilities},
  shortplural={CRs},
  prefix={a\space},
  name={Creature Ratings (CR)},
  nonumberlist,
  ]{cr}{CR}{Combat Rating}

\newacronym[
  description={-- one of the characters run by the people playing the game},
  prefix={a\space},
  ]{pc}{PC}{Player Character}

\newacronym[
  description={show magical shielding from the Force sphere},
  shortplural={SP}
  prefix={a\space},
  ]{SP}{SP}{Shield Point}

\newacronym[
  description={represent armour of any type, or other states which help avoid Damage},
  shortplural={DR},
  prefix={a\space},
  ]{dr}{DR}{Damage Resistance}

\newacronym[
  description={ -- anyone in the world played by the \glsentrytext{gm} rather than a player},
  prefix={an\space},
  prefixfirst={a\space},
  ]{npc}{NPC}{Non-Player Character}

\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}

%%%%%%%%%%%%%%%%%%%%%%%%

\newglossaryentry{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},
}

\newglossaryentry{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 \glsfmtplural{xp}},
}

\newglossaryentry{area}{
  name={Areas},
  sort={Area},
  text={Area},
  prefix={an\space},
  type={mech},
  nonumberlist,
  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'},
  }

\newglossaryentry{quickaction}{
  name={A Response Action},
  sort={Response Action},
  text={Response Action},
  prefix={a\space},
  type={mech},
  nonumberlist,
  first={\textit{Response Action}},
  description={is any action taken as a reaction (usually taken when being attacked)},
  }

\newglossaryentry{bandAct}{
  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},
  }

\newglossaryentry{attribute}{
  name={Attributes},
  text={Attribute},
  prefix={an\space},
  type={mech},
  first={\textit{Attribute}},
  description={measure a character's inherent abilities -- Strength, Speed, et c},
  }

\newglossaryentry{natural}{
  name={A Natural Roll},
  text={Natural Roll},
  sort={Natural Roll},
  prefix={a\space},
  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},
  }

\newglossaryentry{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}},
  }

\newglossaryentry{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}},
  }

\newglossaryentry{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},
  }

\newglossaryentry{segment}{
  name={Segments},
  text={segment},
  prefix={a\space},
  parent={sq},
  type={mech},
  description={are scenes which form a larger story},
  }

\newglossaryentry{interval}{
  name={An Interval},
  text={Interval},
  prefix={an\space},
  parent={campaign},
  sort={Interval},
  type={mech},
  nonumberlist,
  description={means quarter of a day -- morning, afternoon, evening, or night},
}

\newglossaryentry{round}{
  name={Rounds},
  text={round},
  prefix={a\space},
  type={mech},
  description={measure small slices of fast-paced time.
  Mostly, we use rounds for combat},
  }

\newglossaryentry{step}{
  name={Steps},
  text={step},
  prefix={a\space},
  type={mech},
  nonumberlist,
  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},
  }

\newglossaryentry{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},
  }

\newglossaryentry{vitalShot}{
  name={A Vitals Shot},
  text={Vitals Shot},
  sort={Vitals Shot},
  prefix={a\space},
  nonumberlist,
  type={mech},
  description={means an attack which strikes between the gaps in armour (or other weak point) and deals full Damage, ignoring \glsentrytext{dr}.
  See \glsentrytext{covering}},
  }

\newglossaryentry{covering}{
  name={Covering},
  type={mech},
  prefix={a\space},
  nonumberlist,
  description={shows how many steps of the dice armour covers.
  A creature with \glsentrytext{dr} 5 means that they can subtract 5 from any Damage.
  However, if the \glsentrytext{tn} to hit them is 10, with a Covering of 3, then their armour protects only 3 steps of the dice (`10, 11, and 12').
  Rolling 3 steps over their \glsentrytext{tn} ($\glsentrytext{tn} 10 + 3 = 13$) means the attack ignores armour, making it \pgls{vitalShot}},
}

\newglossaryentry{restingaction}{
  name={Resting Actions},
  text={Resting Action},
  sort={Resting Action},
  first={\textit{Resting Action}},
  type={mech},
  prefix={a\space},
  description={can only happen when a character has no penalty for failure.
  The player sets one die to `6', and rolls the other},
}

\newglossaryentry{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}},
}

\newglossaryentry{characterPool}{
  name={Character Pool},
  prefix={a\space},
  type={mech},
  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},
}

%%%%%%%%%%%%%%%%

\newglossaryentry{ainumar}{
  name={The Ainumar},
  text={Ainumar},
  plural={Ainumari},
  sort={Ainumar},
  nonumberlist,
  description={is a great orb in the sky, commonly supposed to be where the gods live.
  It is a planet, around the size of Jupiter},
}

\newglossaryentry{fenestra}{
  name={Fenestra},
  nonumberlist,
  description={is the moon where these stories take place.
  It orbits the \gls{ainumar}},
}

\newglossaryentry{alchemy}{
  prefix={an\space},
  name={Alchemy},
  symbol={\glsentrytext{R}},
  text={alchemy},
  sort={Alchemy},
  description={is what alchemists do},
}

\newglossaryentry{cycle}{
  name={Cycles},
  text={cycle},
  prefix={a\space},
  %parent={fenestra},
  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},
}

\newglossaryentry{edge}{
  name={The Edge},
  sort={Edge},
  text={Edge},
  first={Edge of Civilization},
  prefix={an\space},
  category={location},
  parent={fenestra},
  description={lies one footstep past the last \glsentrytext{village}.
  Beyond this point, only dark forests, empty tundra, and hungry beasts wait.
  When people travel off-road, or have to push back the walls of the forest to prepare for civilization's expansions, they have gone beyond the Edge},
}

\newglossaryentry{sphere}{
  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},
}

\newglossaryentry{boon}{
  name={Concoctions},
  text={Concoction},
  prefix={a\space},
  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},
}

\newglossaryentry{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}},
}

\newglossaryentry{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.
  For example, `{\sffamily Distant, Wax Air}' spells encourage air at a distance},
}

\newglossaryentry{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},
}

\newglossaryentry{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},
}

\newglossaryentry{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}},
}

\newglossaryentry{blight}{
  name={A Blight},
  text={blight},
  sort={Blight},
  prefix={a\space},
  category={location},
  parent={fenestra},
  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},
}

\newglossaryentry{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},
}

\newglossaryentry{bothy}{
  name={Bothies},
  text={bothy},
  plural={bothies},
  prefix={a\space},
  category={location},
  parent={fenestra},
  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},
}

% Guilds

\newglossaryentry{sylf}{
  name={Sylf},
  category={god},
  symbol={\glsentrytext{beasts}},
  parent={ainumar},
  description={ -- goddess of the forest and mother of all beasts.
  The \glsentrytext{guard} exist to either thwart, or feed her, dependng on whom one asks},
}

\newglossaryentry{templeOfBeasts}{
  name={The Temple of Beasts},
  text={Temple of Beasts},
  prefix={a\space},
  symbol={\glsentrytext{beasts}},
  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},
}

\newglossaryentry{broch}{
  name={Brochs},
  text={broch},
  prefix={a\space},
  category={location},
  parent={templeOfBeasts},
  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}},
}

\newglossaryentry{guard}{
  name={Night Guards},
  sort={Night Guard},
  text={Night Guard},
  prefix={a\space},
  parent={templeOfBeasts},
  nonumberlist,
  description={are the sorry lot who have nothing better to do than wander into the darkness and get eaten},
}

\newglossaryentry{jotter}{
  name={Jotters},
  text={jotter},
  prefix={a\space},
  parent={templeOfBeasts},
  description={do paperwork for the \glsentrytext{guard}, and control everything that their seniors don't care to manage},
}

\newglossaryentry{abderian}{
  name={Abderian},
  category={god},
  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},
}

\newglossaryentry{templeOfPoison}{
  name={The Temple of Poison},
  text={Temple of Poison},
  prefix={a\space},
  symbol={\glsentrytext{poison}},
  nonumberlist,
  description={Beer, brewing and baking protect humanity from \glsentrytext{abderian}, so this temple have established a divine monopoloy on the lot},
}

\newglossaryentry{wheatGuild}{
  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},
}

\newglossaryentry{server}{
  name={Servers},
  text={Server},
  prefix={a\space},
  parent={templeOfPoison},
  description={make food for the \glsentrytext{wheatGuild} all day, and every \glsentrytext{warden} has one in their employ},
}

\newglossaryentry{eldren}{
  name={Eldren},
  category={god},
  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},
}

\newglossaryentry{templeOfSickness}{
  name={The Temple of Sickness},
  text={Temple of Sickness},
  prefix={a\space},
  symbol={\glsentrytext{sickness}},
  nonumberlist,
  description={People only like one god.
  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},
}

\newglossaryentry{healersGuild}{
  name={Healers' Guild},
  prefix={a\space},
  category={location},
  parent={templeOfSickness},
  description={Here the sick, disabled, or dying of \glsentrytext{fenestra} 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},
}

\newglossaryentry{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},
}

\newglossaryentry{nulla}{
  name={\qquad},
  category={god},
  prefix={a\space},
  parent={ainumar},
  symbol={\glsentrytext{misgen}},
  description={\qquad},
}

\newglossaryentry{doula}{
  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.
  Nobody begins a business venture or party without a blessing from a Doula},
}

\newglossaryentry{doulaShop}{
  name={Doula Shops},
  text={Doula Shop},
  sort={Doula Shop},
  prefix={a\space},
  category={location},
  symbol={\glsentrytext{misgen}},
  %parent={doula},
  description={sell various potions and blessings},
}

\newglossaryentry{paik}{
  name={Paik},
  category={god},
  symbol={\glsentrytext{justice}},
  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},
}

\newglossaryentry{templeOfJustice}{
  name={The Temple of Justice},
  text={Temple of Justice},
  prefix={a\space},
  symbol={\glsentrytext{justice}},
  nonumberlist,
  description={Left to their own paranoia, people form mobs, and mob-justice prevails.
  Luckily, this temple can thwart \glsentrytext{paik} by providing impartial, official, justice},
}

\newglossaryentry{court}{
  name={The Pit of Justice},
  text={Pit of Justice},
  prefix={a\space},
  category={location},
  sort={Pit of Justice},
  parent={templeOfJustice},
  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},
}

\newglossaryentry{warden}{
  name={Wardens},
  text={Warden},
  nonumberlist,
  parent={templeOfJustice},
  prefix={a\space},
  description={make the laws and decide fitting punishments for criminals},
}

\newglossaryentry{sunGuard}{
  name={The Sun Guard},
  sort={Sun Guard},
  text={Sun Guard},
  prefix={a\space},
  parent={templeOfJustice},
  description={are the upstanding soldiers who protect the city from all the unwashed masses, while wearing shiny-white tabards},
}

\newglossaryentry{sable}{
  name={Sable},
  category={god},
  symbol={\glsentrytext{frost}},
  parent={ainumar},
  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},
}

\newglossaryentry{templeOfFrost}{
  name={The Temple of Frost},
  text={Temple of Frost},
  prefix={a\space},
  symbol={\glsentrytext{frost}},
  nonumberlist,
  description={Cold saps strength slowly over \glsentrytext{Minquesta} and \glsentrytext{Alassea}, but this temple can push back the frost, denying \glsentrytext{sable} with clothing, a fire, and plenty of gossip},
}

\newglossaryentry{weaversGuild}{
  name={The Weavers' Guild},
  text={Weavers' Guild},
  sort={Weavers' Guild},
  prefix={a\space},
  category={location},
  parent={templeOfFrost},
  description={houses a massive fire, many looms, and plenty of space for anyone who wants to hear a long story},
}

\newglossaryentry{weaver}{
  name={Weavers},
  text={Weaver},
  prefix={a\space},
  parent={templeOfFrost},
  description={produces the best and warmest of clothes for \glsentrytext{fenestra}'s harsh cold seasons},
}

\newglossaryentry{wrecan}{
  name={Wrecan},
  category={god},
  symbol={\glsentrytext{hate}},
  parent={ainumar},
  description={is the goddess of hatred, bigotry, and vengeance.
  When people fight each other, she takes their soul to her realm of eternal war},
}

\newglossaryentry{templeOfHate}{
  name={The Temple of Hate},
  text={Temple of Hate},
  prefix={a\space},
  symbol={\glsentrytext{hate}},
  nonumberlist,
  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},
}

\newglossaryentry{armourHall}{
  name={The Armourers' Guild},
  text={Armourers' Guild},
  prefix={an\space},
  category={location},
  sort={Armourer's Guild},
  parent={templeOfHate},
  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}},
}

\newglossaryentry{armourer}{
  name={Armourers},
  text={Armourer},
  prefix={an\space},
  parent={templeOfHate},
  description={work in the \glsentrytext{armourHall} and guard civilization from death by Hate, with a combination of excellent armour, and diplomatic skills},
}

\newglossaryentry{yonder}{
  name={Yonder},
  category={god},
  symbol={\glsentrytext{curiosity}},
  parent={ainumar},
  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},
}

\newglossaryentry{templeOfCuriosity}{
  name={The Temple of Curiosity},
  text={Temple of Curiosity},
  prefix={a\space},
  symbol={\glsentrytext{curiosity}},
  nonumberlist,
  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},
}

\newglossaryentry{paperGuild}{
  name={The Paper Guild},
  text={Paper Guild},
  prefix={a\space},
  category={location},
  sort={Paper Guild},
  parent={templeOfCuriosity},
  description={makes maps, candles, paper, and soap.
  They always need more basilisk bodies to make the latter two},
}

\newglossaryentry{seeker}{
  name={Seekers},
  text={Seeker},
  prefix={a\space},
  seealso={paperGuild},
  parent={templeOfCuriosity},
  description={travel to deliver messages, and gather information for the \glsentrytext{paperGuild}},
}

\newglossaryentry{scribe}{
  name={Scribes},
  text={Scribe},
  prefix={a\space},
  parent={templeOfCuriosity},
  description={are anyone who works for the \glsentrytext{paperGuild}.
  Most spend their time making books or soap},
}

%%%%% Seasons

\newglossaryentry{Qualmea}{
  name={Qualmea},
  prefix={a\space},
  nonumberlist,
  sort={1},
  parent={cycle},
  description={ -- \glsentrytext{fenestra}'s first season, when the ground quakes, and the \glsentrytext{ainumar} creates a long eclipse},
}

\newglossaryentry{Atya}{
  name={Atya},
  prefix={an\space},
  nonumberlist,
  sort={2},
  parent={cycle},
  description={ -- \glsentrytext{fenestra}'s second season},
}

\newglossaryentry{Alassea}{
  name={Alassea},
  prefix={an\space},
  nonumberlist,
  sort={3},
  parent={cycle},
  description={ -- \glsentrytext{fenestra}'s third season, when the wind bites},
}

\newglossaryentry{Cantea}{
  name={Cantea},
  prefix={a\space},
  nonumberlist,
  sort={4},
  parent={cycle},
  description={ -- \glsentrytext{fenestra}'s fourth season},
}

\newglossaryentry{Calea}{
  name={Calea},
  prefix={a\space},
  nonumberlist,
  sort={5},
  parent={cycle},
  description={ -- \glsentrytext{fenestra}'s fifth season, when the Sun shines hot, and basilisks wander even at night},
}

\newglossaryentry{Verea}{
  name={Verea},
  prefix={a\space},
  nonumberlist,
  sort={6},
  parent={cycle},
  description={ -- \glsentrytext{fenestra}'s sixth season},
}

\newglossaryentry{Otsea}{
  name={Otsea},
  prefix={an\space},
  nonumberlist,
  sort={7},
  parent={cycle},
  description={ -- \glsentrytext{fenestra}'s seventh season, when earthquakes destroy walls},
}

\newglossaryentry{Toldea}{
  name={Toldea},
  prefix={a\space},
  nonumberlist,
  sort={8},
  parent={cycle},
  description={ -- \glsentrytext{fenestra}'s eigth season},
}

\newglossaryentry{Laiquea}{
  name={Laiquea},
  prefix={a\space},
  nonumberlist,
  sort={9},
  parent={cycle},
  description={ -- \glsentrytext{fenestra}'s ninth season, when the Sun scorches the earth},
}

\newglossaryentry{Quainea}{
  name={Quainea},
  prefix={a\space},
  nonumberlist,
  sort={10},
  parent={cycle},
  description={ -- \glsentrytext{fenestra}'s tenth season},
}

\newglossaryentry{Minquesta}{
  name={Minquesta},
  prefix={a\space},
  nonumberlist,
  sort={11},
  parent={cycle},
  description={ -- \glsentrytext{fenestra}'s eleventh season, when freezing winds blow, and the \glsentrytext{ainumar} plunges the world into day-time darkness},
}

\newglossaryentry{Ohta}{
  name={Ohta},
  prefix={an\space},
  nonumberlist,
  sort={12},
  parent={cycle},
  description={ -- \glsentrytext{fenestra}'s twelfth and final season, before the \glsentrytext{cycle} starts again},
}


%%%%% Symbols

\newglossaryentry{plant}{
  type=symbols,
  sort=TP,
  nonumberlist,
  name={\adfhangingflatleafleft},
  description={Plant, probably dangerous},
}

\newglossaryentry{encumbrance}{
  type=symbols,
  sort=AE,
  nonumberlist,
  name={\Semisextile},
  description={Encumbrance},
}

\newglossaryentry{N}{
  type=symbols,
  sort=RZ,
  nonumberlist,
  name={\Hygiea},
  description={Goblinoid},
}

\newglossaryentry{R}{
  type=symbols,
  sort=TM,
  nonumberlist,
  name={\NorthNode},
  description={Morphed creature},
}

\newglossaryentry{D}{
  type=symbols,
  sort=TU,
  nonumberlist,
  name={\Lilith},
  description={Undead creature},
}

\newglossaryentry{T}{
  type=symbols,
  sort=TT,
  nonumberlist,
  name={\Opposition},
  description={A team of multiple creatures},
}

\newglossaryentry{E}{
  type=symbols,
  sort=SN,
  nonumberlist,
  name={\Mercury},
  description={Sentient (any gender or none)},
}

\newglossaryentry{F}{
  type=symbols,
  sort=SF,
  nonumberlist,
  name={\Venus},
  description={Female},
}

\newglossaryentry{M}{
  type=symbols,
  sort=SM,
  nonumberlist,
  name={\Mars},
  description={Male},
}

\newglossaryentry{A}{
  type=symbols,
  sort=TA,
  nonumberlist,
  name={\Taurus},
  description={Animal},
}

\newglossaryentry{Sw}{
  type=symbols,
  sort=TS,
  nonumberlist,
  name={\Juno},
  description={Swarm},
}

% Guild Symbols

\newglossaryentry{poison}{
  type=symbols,
  sort=GAbderian,
  nonumberlist,
  name={$\Large\Circle$\hspace{-1em}\adfflowerleft},
  description={Temple of Poison},
}

\newglossaryentry{sickness}{
  type=symbols,
  sort=GEldren,
  nonumberlist,
  name={\Sun},
  description={Temple of Sickness},
}

\newglossaryentry{misgen}{
  type=symbols,
  sort=GMisgenesis,
  nonumberlist,
  name={$\Large\Circle$},
  description={Temple of Misgenesis},
}

\newglossaryentry{justice}{
  type=symbols,
  sort=GPaik,
  nonumberlist,
  name={$\Large\newmoon$},
  description={Temple of Justice},
}

\newglossaryentry{beasts}{
  type=symbols,
  sort=GSylph,
  nonumberlist,
  name={\Aries},
  description={Temple of Beasts},
}

\newglossaryentry{frost}{
  type=symbols,
  sort=GSable,
  nonumberlist,
  name={$\large\hexstar$},
  description={Temple of Frost},
}

\newglossaryentry{hate}{
  type=symbols,
  sort=GHate,
  nonumberlist,
  name={\Amor},
  description={Temple of Hate},
}

\newglossaryentry{curiosity}{
  type=symbols,
  sort=GCuriosity,
  nonumberlist,
  name={$\Large\bell$},
  description={Temple of Curiosity},
}

% RACES

\newglossaryentry{Dw}{
  type=symbols,
  sort=RDwarf,
  nonumberlist,
  name={\Vulkanus},
  description={Dwarf},
}

\newglossaryentry{El}{
  type=symbols,
  sort=RElf,
  nonumberlist,
  name={\Moon},
  description={Elf},
}

\newglossaryentry{Hu}{
  type=symbols,
  sort=RHuman,
  nonumberlist,
  name={\Saturn},
  description={Human},
}

\newglossaryentry{Gn}{
  type=symbols,
  sort=RGnome,
  nonumberlist,
  name={\Kronos},
  description={Gnome},
}

\newglossaryentry{Nl}{
  type=symbols,
  sort=RGnoll,
  nonumberlist,
  name={\Admetos},
  description={Gnoll},
}

\newglossaryentry{squash}{
  type=symbols,
  sort=ASquash,
  nonumberlist,
  name={\Vesta},
  description={Play this \gls{sq} at the same time as the available one (i.e. not from the same \gls{sq})},
}

\newglossaryentry{sqn}{
  type=symbols,
  sort=Asqn,
  nonumberlist,
  name={\Square},
  description={Side Quest is not ready yet},
}

\newglossaryentry{sqr}{
  type=symbols,
  sort=Asqr,
  nonumberlist,
  name={\CheckedBox},
  description={Side Quest is ready},
}

% SHORT COMMANDS

\newcommand{\T}[1][1]{\gls{T}\setcounter{noAppearing}{#1}} % groups
\newcommand{\M}{\gls{M}} % male
\newcommand{\F}{\gls{F}} % female
\newcommand{\E}{\gls{E}} % sentient
\newcommand{\A}{\gls{A}} % creature
\newcommand{\Pl}{\gls{plant}} % plant
\newcommand{\Sw}{\gls{Sw}} % creature
\newcommand{\N}{\gls{N}} % nura
\newcommand{\R}{\gls{R}} % morph
\newcommand{\D}{\gls{D}} % undead
\newcommand{\Dw}{\gls{Dw}} % dwarf
\newcommand{\El}{\gls{El}} % elf
\newcommand{\Hu}{\gls{Hu}} % human
\newcommand{\Gn}{\gls{Gn}} % gnome
\newcommand{\Nl}{\gls{Nl}} % gnoll
\newcommand{\squash}{\gls{squash}} % multi-part side quest
\newcommand{\sqr}{\glsentrytext{sqr}} % multi-part side quest
\newcommand{\sqn}{\glsentrytext{sqn}} % multi-part side quest

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