Glossary (194 definitions)

The 9th Circle: the highest-ranking students of the Grandmaster at the Monastery of the Nine Veils in Do-Kur. There can only ever be five monks in this circle, though at times in the monastery's history there have been no 9th Circle monks, and at other times the Circle has not been full. The monks of this circle are responsible for the training of monks of the first six circles. Since the death of Master Kho-Fa in 4629, the 9th Circle has only had four monks, with the fifth slot remaining open. Three times since the death of Kho-Fa, an 8th Circle monk has challenged for that slot, but all failed. On 4th March 4632, the PCs met a self-proclaimed member of the 3rd Circle, an eight-year-old boy named Thelonius Bha'kran, whom they rescued from bandits at Soleman's Well.

A-39G: a microfusion power cell common in the 24th-26th centuries. It is about the size of a baseball, but weighs eighteen pounds. These devices can each provide 2,600,000 kilowatt-hours, and — when newly manufactured — were rated at 98% efficiency. These were mass produced, and were used across a wide variety of infrastructure. They became as common as AA alkaline batteries were in the 20th and 21st centuries. When one of these power sources runs down (after decades of heavy use, or up to centuries of light use), they have precious metals in their internal circuitry that can be salvaged and repurposed by some surviving automated processing centers.

Aberrant: A person with a rare genetic anomaly. A creature or person born with significant physical differences from his parent race, and sometimes gifted with strange abilities. The radiation from wars of the Ancients may have been a factor in the increased occurrence of such mutations. The pejorative term for Aberrants is Muties. Some Outland barbarian tribes refer to aberrants as Gnarled Ones.

Acid Jaw: A large predator of the Khornish Swamp. Notable for acidic saliva, the Acid Jaw has a ten-foot wingspan, though it's only capable of brief glides, not true flight.

Head: ○○○○|○○
Left wing: ○○○○
Right wing: ○○○○
Body: ○○○○○○○○○○|○○○○

Wing buffet: inflicts 1 Shock
Bite: inflicts Width Killing
Roll 8D. If single set, bites; if multiple sets, Highest always used to Bite and choose from any remaining sets for Wing Buffet.

Acrid Water: The strong alcoholic beverage made from the gray-blue lichen common in Greteland. It typically is about 100 proof. The initial bitter taste notwithstanding, this spirit is popular due to the ease and lack of expense of its production. Sometimes referred to as Skull Blossom or Blue Tuesday.

Adamantite: The strongest metal known to the realms, after Orichalcum. The Cataclysm somehow transformed the rare pocket of baser ore into this malleable metal. Once beaten and shaped, it can be kiln-fired to give it the rigidity and hardness of diamond but the weight of aluminum. Although it can't slice through stone or cause extra damage to supernatural creatures (both of which Orichalcum can do), adamantite will, for 2-4 rounds (1d3+1), negate the enchantments on anything or anyone with which is has just made contact. For this reason, adamantite isn't used for armor: unlike other metals, it cannot hold an enchantment. But this unusual quality of this metal makes it worth the down side, especially for those who hunt mages or enchanted creatures.

Aelia, daughter of Igor: one of the Red Sky women captured along with Ulic's sister Huspil in early February 4632.

Aesop Donnahue: a Midari born 01/30/4612 to non-Midari parents in the Red Sky tribe of the Khorne Marsh, Aesop began developing powers of mentalism, arcania, and foretelling in his teens.

Aislin: a pagan goddess said to have dominion over luck and destiny. It's believed she is the dispenser of rewards or punishments based upon one's deeds. She is married to the god Yori.

Aeluism: Aeluism is a widely held belief in Kurphath. It is the belief that the Universe itself is a machine. All things in life are parts of that machine. Every plant and animal, every person, place and thing, every moment, event and coincidence is part of this machine... to be analyzed and understood. It is the belief that all things are connected in the Great Machine and that observation, study and experimentation are the keys to unraveling the mysteries of the Universe. Mathematics are an important part of it. Mathematics is the language of science and the path to true understanding. Aeluism focuses on daily interaction with the real world. It is not enough to study crumbling parchments and dusty tomes... one must see and taste and touch the world to understand it. Deciphering the mysteries of the Universe is why we are here. What greater purpose is there to a life? To understand the world, one must observe it, study it, imitate it through creation. Through creation, one achieves understanding.

Algodel: the sacred spring that runs from the mountain down through Iceweire, said to feed the strength and hardiness of the barbarians. The water refreshes the spirit as well as the body. The barbarians believe it to possess curative powers, and there are plenty of historical cases of healing they can cite in this regard. It is a deadly insult for a Flatlander to drink of this stream.

Ancients: 21st-24th century peoples, who are usually the ones responsible for leaving behind incredible technology or treatises on various complex topics unamenable to current methods of investigation.

Anders Feltheim: a Valrigont city guardsman of the 45th century who cleaved a Hargbeast in twain with a single blow from the mighty greatsword Kelendinrill. This occurred in Mighty Cleave plaza.

Andorwood: The expansive tract of deciduous forest that begins about two hundred miles east of Valrigont. See map. Some miles inward, the trees are much older and comprise the Grimwood, a much older forest. It is unknown why there exists the sudden demarcation, in terms of growth age, between the trees of these two adjacent woods.

Anghere Academy: a school that takes boys and trains them from age thirteen to eighteen in weapons, horsemanship, eerie, tactics, and healing. The academy is run by Sir Brendan Foisk, a retired knight and vassal to Duke Exess of the Eastern Hinterlands.

An'jun Kho-Fa, Master: Former 8th Circle monk who perished in combat with the Dalai Lama on 1st July 4629, after issuing Do-Kimaste.

Anti-grav discs: commonly found in Elrulion and Ontolar but sometimes found in Greteland and other areas, these discs are two inches in diameter, have a one-centimeter hole in their middle, are one-eighth of an inch thick, and weigh ... well, they actually don't have weight. Or, more specifically, each has a negative weight of 1 ounce. Put sixteen of these underneath a one-pound plate and it will hover. Put thousands on the bottom of a ship and it becomes an airship, though one that needs a means of propulsion. Where they are used commonly as a means of exchange, they're called 'AGD's. They are sometimes stored on downward pointing sticks spaced every five inches on a wooden board, typically an 8" stack (64 AGDs) to a stick. AGDs are black on their 'face-down' side, silvery on top. When help oriented black-side-down, they exert their antigrav force. If help silvery-side-down, they fall to the ground. In Greteland, the average value of an AGD is two chits. At the Apex arcology, you can purchase AGDs at 125 chits per 8" stack.

Arbalin: A powerful, but reclusive, wizard who dwells in a great tower in a large oasis in the center of the Bruhk Desert. He is rumored to be the most powerful mage currently living. However, due to his reclusive nature, he does not involve himself with the politics of the world and because of his remote lair, few have ever met him. Some sages believe that the Sylvar race were created by Arbalin, and that the power required in the creation was so vast that the land itself was sucked of all life for many miles in every direction, creating the Bruhk Desert.

Archon, The: the title of the ruler of the city of Valrigont. For many generations now, this has been a woman. The current Archon is Lord Baroness Valtisa Kanesh, date of birth 05/05/4586. It is rumored that she is a mentalist of considerable ability. She has ruled since January 20, 4607. Also see here.

Apex Arcology: a massive pyramidal structure of glasteel, plastcrete and other Ancient materials, this immense structure is one-thousand meters tall at its highest point. The 250 floors of the structure are reachable by elevators, escalators, and stairs. Nobody knows what lies on the first and second floors, for they are unreachable. The third floor is frequented by modern people, as it houses The Exchange, an AI controlled, automated recycling/trading/fulfillment center.

Asarge: Outlander term meaning the leader of a small band.

Bay of Beorne: the bay on the southern coast of Greteland, adjacent to which is the town of Bluefalls. The Bay of Beorne (BEE-or-nee) has a small fleet of fishing vessels, and there are always some merchant ships, most of them having home ports in Velira and Ghendralin. The bay is rich in carp, tuna, pollock, and tilapia. Shrimp, crab, and lobster are also abundant.

Bidal Street: a street in northern Valrigont that features upscale villas, manses, and penthouses belonging to wealthy merchants and nobility. This street is eight blocks southeast of the Apex arcology.

Bildao: a genetically engineered fish farmed in large numbers in Valrigont, Do-Kur, Bluefalls, and some other towns in Greteland. These fish are hearty and can survive on a variety of plant foods. They are rich in vitamins, protein, and fatty acids.

Blademate: a term used by some outlander tribesmen to describe a trusted companion.

Blancreanism: The belief, originating with Herocles Blancrea, a mystic of the 32nd century CE, that all human life remaining on Earth in the current age (beginning in 32nd century and continuing onward) are the damned who were passed over during the Second Coming of Christ, the messiah of Judaic teaching. Kurphath, once called "Earth", is actively becoming the Hell foretold in the ancient religious texts of the Judeo-Christian faith. As such, Blancreans see no future for them except torment. They are literally living in a (still forming) Hell, and can expect only pain in "life". These believers tend to develop severe mental illness and are often driven to acts of depravity in their hopelessness.

Bliz: a white-out, often with driving snow and sleet, during which even the hearty clans of the Khorne Peaks will not travel, save in the most dire need.

Bluefalls: A city in southern Greteland serving as a seaport and commercial center. It is built on a series of low hills overlooking the Bay of Beorne.

Bluefalls Danberry: a very high quality brandy produced by the Danberry family distillery in Bluefalls. Average cost is 75 chits for a one quart bottle. This 90-proof liquor has a smooth, honey flavor. Very mild, it can be sipped or shot without watering it down or using a chaser.

Blue Tuesday: see Acrid Water. Also sometimes known as Skull Blossom.

Brennis, The: The Brennis are fair-skinned and either black- or red-haired, rarely brunette or blonde. They are rather self-possessed and tend to project confidence and self-sufficiency. They are, as a people, drawn to bodies of water. Many live in sailing villages or hamlets along the borders of inland lakes. Brennis PCs begin play with +1D Charm and -1D Sense.

Brisca, daughter of Dan: one of the Red Sky women captured along with Huspil by slavers, in early February 4632.

Byron Marchant: second son to Duke Rikard Marchant III and his wife, Danae. Byron, born 06/16/4613, is a skilled horseman and lancer and has served his father, the duke, as both a negotiator for family interests and as a dispute settler among the many families that work the Marchantelle plantation.

"By the courts of heaven!" An oath taken in all seriousness by members of The Way and followers of the Omnipotent One. If a true believer (one with Faith > 3) betrays such an oath, they suffer a -2D penalty to all actions until absolved by a Father or until doing penance. Sometimes uttered with conviction even by those who do not have real faith in a heaven with courts or an Omnipotent One reigning over it.

Carriage House, The: an inn/restaurant in the southwestern quadrant of the city of Valrigont, frequented by nobility, wealthy merchants, and guardsmen. The owner/chef is Dannin Tenderly.

Carrier station: similar in function, if not in execution, to the federal postal system of the 20th-24th centuries, carrier stations accept packages, letters, crates, vehicles, animals, etc., and — for a fee — provide staff who will deliver the aforementioned to a particular person or address that the customer specifies. The objects of these transactions are insured reasonably against loss as part of the cost to the customer. The staff who work for carrier stations are carefully vetted, and typically have significantly above-average abilities in combat, arcania, mentalism, etc. Most bandits steer clear of carrier station employees, even in the wilderness. Of course, said employees are smart enough to rarely travel alone.

Ceramel: a 25th-century man-made ceramic rated between tungsten and diamond for hardness. Blades made of this material never dull. They're always razor sharp. However, on any Width-3+ attack made with a blade composed of this material, there is a 15% chance of breakage, due to the substance's brittleness.

Chai Fu'un Seppuku, The Ceremony of: a ceremony, performed by speaking ritual words while sharing tea, in which all partakers blend their bravery, willpower, and inner resources in a partly symbolic, partly mystic joining of strengths united in a oneness of purpose. No more than eight individuals may participate in this ritual.

After this twenty-minute ceremony, which causes any evil partakers to become violently and unconcealably ill (making the ceremony a sure-fire way to out impostors, betrayers, and others who intend the party ill), the participants shed any penalties under which they have been persevering, and either create or renew bonds of loyalty to one another, granting a +1D bonus to any rolls in the next twenty-four hours made to bolster or succor the entire group (and not just the individual).

For the next twenty-four hours, those who participated in the ceremony cannot betray one another or abandon one another. Even the thought of such is impossible to them.

Additionally, for the next twenty-four hours, any Minimal Successes on Dodge and Parry rolls count as Width-2 Successes with a face-value equal to the lowest die in the Minimal Success Run (normally, Minimal Successes never apply to combat).

Any foretelling done by a seer participant in the Tea Ceremony within an hour of its ending gets a +2D bonus.

This ritual is sometimes called The Ceremony of Misfortune's Suicide. You earn 1 SEP each time you conduct this ceremony (up to once every twenty-four hours).

Charms: enchanted small items (brooches, earrings, rings, etc.) that offer some minor benefit repeatedly, or a somewhat more powerful one-shot effect.

Charred Ground: a name for an area in Greteland roughly twenty-five miles due west of Valrigont. The ground for several hundred acres is bare of any growth of lichen, moss, or grass. No trees grow there. The area is littered with rubble, most of it broken into such tiny remains as to be unidentifiable. People sometimes spent lengthy periods of time there digging for Leavings of the Ancients. Reclamationist sages often sponsor such digs.

Chits: round 1"-diameter slivers of some material of the Ancients, these have a magnetic strip on their underside which, if read by the scanner at the Apex Arcology, can tell to whom the chit was issued originally and the amount in their account. This is of no use, since the banking system and its electronic backbone were destroyed in the Cataclysm. However, the chits are still used as a means of exchange, and the Apex Arcology still accepts them as payment for various automated services and goods its infrastructure still provides. What's more, the Apex arcology still dispenses chits in exchange for certain raw materials (certain ores, petrol products from the Ancient days, precious metals, human blood). At Apex arcology, you can trade AGDs for two chits, and vice versa. Or, you can buy AGDs in bulk somewhat more cheaply.

Chonda, der Camsul, Lady: daughter of Baron Rapscallion Camsul, she was rescued by Ulic on 5th March 4632 CE, from a cabin where slavers had imprisoned the lady and four other women, one of the others Ulic's own sister, Huspil. Lady Chonda is a Beauty 3 head-turner, and is an alcoholic.

Close the shrike: a phrase that refers to a fang whose individual hunters are gradually moving toward the central point of a circle described by the fang's members. As they close upon this position, they are herding prey toward the center, where the entire fang can jointly attack it. This herding of prey and eventual attack is called closing the shrike.

Codell Strump: a dark-haired Krang-Dorn halfbreed who was one of the first bandits spied by Byron and his friends at Soleman's Well on 4th March 4632. Body 3, Sense 3, Charm 1, Coord 3, Cmd 2, Know 2. Body+Fight 5D, Coord+Blade 6D, Body+Vigor 5D, Coord+Dodge 6D

Company: a group, faction, or party joined together for some shared goal or objective. Examples: mercenary companies, an adventuring band, a merchant's guild, a town's Circle of Elders, a brotherhood of monks at a monastery.

Corpus: some monsters/entities don't have hit locations such as Torso, Head, etc (or, if they do, assume all damage migrates to Torso). And they don't distinguish between Shock and Killing damage. Rather, any successful hit against the creature lowers its Corpus by an amount equal to the Width of the damage after accounting for absorption by armor. Example: the 4th Intensity spell Summon Guardians summons two guardian shades of your ancestors, each having Corpus 18.

Corvul Winthrop: a retired Exodorean unearther who lives in the town of Gaston in Greteland. It is said that he owns a mace name Quarry Querier that can draw its owner to subterranean sites of Ancient artifacts. Corvul suffers emphysema, and will not hire on with any group of Reclamationists or adventurers, no matter what the inducement.

Crasom: a genetically engineered species of evergreen tree with gray bark and dark glossy leaves. The leaves have dose-dependent effects between stimulant-like and opiate-like. They can be chewed or brewed into a tea, and are often used in tribal societies for pain relief or recreational purposes. When the word crasom is used alone, it can refer to either the tree or leaf: "The crasom stood by itself in the fence row, a lone sentinel watching over the nearby road"; or "He grabbed a pinch of torn crasom and threw it in the boiling pot."

Crint: a small metal home made out of a shipping container left over from the 20th-23rd centuries. Many such containers were sold to people on-the-cheap when they'd been marked too worn for commercial use by inspectors. Quite a lot of them are insulated. They are too heavy to economically move by modern (47th century methods), and the North Wall of Valrigont was actually built in an east-west line running alongside a lengthy queue of such dwellings. At some point around the 25th-27th centuries, these structures acting as homes were dubbed crints; modern sages aren't sure why.

Dalai Lama, The: Title taken by the grandmaster of the Monastery of the Nine Veils in Do-Kur. See Do-Kur Bha-Tain.

Dew buck: a small ram/deer hybrid adapted to higher elevations. With few water sources they are known to lick the dew from rocks during the summer months when the snows have melted.

Difficulty: When some action that doesn't involve an opposed roll (melee attack, ranged attack, doing masterwork-level artisan work, etc.) is quite difficult, the GM may assign a Difficulty rating between 1 and 10. To succeed in the action, your success roll must have a Height at least equal to the Difficulty. The following dice results — 2,4,4,5,8,9 — would fail if the GM had set a Difficult of 5 or more, but would be adequate for Difficulty 4 or less.

Dilgal: pronounced dee-GAUL, the term indicates a serious debt owed to another, though not always in the monetary sense. It can also be a debt of time, effort, or even blood. When someone pronounces dilgal upon you, you have three options: (1) deride their presumption, which usually will lead to a fight; (2) offer them something in the way of immediate recompense. Usually this must be quite valuable in order to hold any possible interest to the person who claims you owe them; or (3) agree that you have dilgal to them and that they can call it in at a future date. Usages: I pronounce dilgal upon you, having hidden you from the raiders as they swept through; you owe me dilgal, but I owe you the same, several times over; I cannot do this alone. I know your objections, but I call due your dilgal.

dilq: a premium tobacco cigarette laced with mild hallucinogens that — for many seers, spiritualists, and mystics — aids in certain pursuits that engage eerie talents (foretelling, communing, hexing).

Display Kill: Killing something, usually a humanoid, in a notable flashy or gruesome fashion in order to impress or to shake the morale of the viewers. See page 210 in the Reign RPG book for how this can demoralize Mooks.

Do-Kimaste: a challenge for leadership of the Do-Kur monastery, called a 'do-kimaste' (doh-kim-AHST), can be made by any monk of the 9th Circle at any time. When issued, the challenge must be answered by the grandmaster currently presiding over the school. This has been, for as long as anyone can remember, the monk who calls himself the Dalai Lama. The Grandmaster has exactly one week to answer the challenge. The two fight to the death to decide the issue. The most recent do-kimaste was issued in late June 4629 by Master Kho-Fa. The grandmaster answered the challenge on July 1st, 4629, slaying Master Kho-Fa.

Do-Kur: named after the monk Do-Kur Bha-Tain, this city gradually developed around the monastery that the grandmaster established on the highest of a series of foothills in 2883 CE. The legend is that Bha-Tain never died, and that he has ruled Do-Kur now for eighteen centuries. Whether this is true or not isn't known, for the current ruler will not answer questions about his origins. He simply took the title of Dalai Lama at some point in the past and has defeated every challenger ever to bring Do-Kimaste. He is, in addition to a consummate martial artist, also a powerful sorceror. The city of Do-Kur that has grown up around the monastery is comprised mostly of adobe structures with clay tile roofs. The chief exports are leather goods and tiles made from the clay found in the surrounding hills. There is also a lively fishing trade along the western shores of the Khorne River.

Do-Kur Bha-Tain: the monk who founded the Monastery of the Nine Veils in 2883 CE. Some believe this same man still presides over the monastery, calling himself the Dalai Lama. If this is true, it would make him eighteen centuries old. The Dalai Lama's true name isn't known, but he has proven on multiple occasions that he is, indeed, a grandmaster martial artist. He continues to instruct the 9th Circle.

Doldrums, The: Dark periods of deep depression, sometimes accompanied by unrelenting anxiety. It seems to affect about five people in a hundred, four of them women. Sometimes Crasom leaves are used to alleviate symptoms, but often as not this simply leads to drug addiction on top of the original problem. The autodoc at Apex Arcology in Valrigont can take and analyze a blood sample to determine if an individual suffers the doldrums and — if so — can dispense small bottles of pills that really help about four out of five sufferers. However, most people cannot afford the 800 chit cost of a month's supply of these capsules.

Dorn, The: The Dorn are dark-skinned and tend to live in mountainous climes. They vary from 5'0"-5'10" in height, and usually between 125 and 180 lbs. They're very observant but tend to be insular as a people. Lifespan: 80-105 years. PCs of this race begin play with +1D Sense, -1D Charm.

Duracel, The: The Duracel (pronounced Dur-AH-suhl) are a "race" of artificially intelligent bipeds created long ago by one of several incredibly advanced homo sapien civilizations that once thrived on planet Curphath (then called Earth). Nobody in the "modern" world really knows how, but these beings seem to not need sleep or food. They are, however, prone to brief periods of inactivity in which they seem unaware of their surroundings. These beings are feared and mistrusted, often, due to their idiosyncracies. PCs of this "race" begin play with no bonus or penalty dice in their stats. This "race" is currently only available for GMCs. Sometimes Duracel can be found manning Flyer Posts.

Eastern Hinterlands, The: The Hinterlands are barren scrubland in the eastern portion of Greteland. A disproportionate number of personal weapons have survived in this area from the Ancient days. Some of them even work. You do not want to be shot by a .44 Magnum revolver.

Errantry Quest: a rite of passage undergone by some nobles after attaining adulthood and before reaching age 21. These quests involve considerable travel, which is risky given muties, bandits, and monsters. Wearing his or her Sleeve of Service, the colors of which signify to the populace those areas in which the young noble may be of greatest service, the youth sallies forth on this 6-18 month quest. If s/he survives and is able to produce definitive evidence of worthy deeds done in service, then s/he may be knighted, a title with which comes increased legal standing and which entitles the youth to have his or her weapon enchanted. In Greteland, such enchantment can be performed by the Archon of Valrigont, the Dali Lama of Do-Kur, or The Kraken, a potent mage of Bluefalls.

Eris: a packhorse that the Marchant family typically keeps stabled at their villa in Valrigont. Eris is very dear to young Ellie Marchant, who complains if he isn't pampered sufficiently by the stable hands.

Exodore, The: The Exodore are short, compact subhumans with agile minds. They vary in height from 4'8" to 5'3" and in weight from 85 to 160 lbs. They are unusually long-lived (115-135 years). PCs of this race begin play with -1D Body, +1D Coordination, -1D Command, +1D Knowledge.

Faith: a Knowledge-based skill. It is a skill because it can be trained via self-discipline and study. This skill falls under the Knowledge stat because it is a form of secret knowledge, one that cannot be deduced from scientific method or experimentation. Using this skill, priests of The Way can heal wounds and illnesses, and perform other miracles.

Fang: a term that refers to a hunting party of Outlanders, usually numbering 5-8.

Father Gabriel: a priest at Westroads Abbey, this Exodorean Father of the Church of The Way is in his fifties. He is a friend to the Marchant family.

Fei'twan (figh-TWAN or fay-TWAN): a trance that skillful (Psi 6+) Midari seers may enter, in which they are able to cast their mind back through history to learn things otherwise lost to time. Tell the GM generally or specifically what you seek. The better the roll, the more specific the information. A seer may use Marshal the Mind to assist this trance. This trance uses pool (Knowledge +Student: divination). If entered within an hour of a Tea Ceremony, add a +2D bonus. The seer can look ahead or backward in time, though Fei'twan is perhaps most useful for the latter, for divination of the past is always more clear than foretelling the nebulous future. The Width of the roll determines how far behind or ahead, and the Height determines how many salient facts are revealed. Width 2 indicates up to a century's time; Width 3 up to five hundred years; Width 4 up to 2,500 years. Width 5 up to 10,000 years. If a seer gets a perfect length 4+ run {9,8,7,6} or a Width 4+ all of a kind {4,4,4,4}, he gets a particularly clear and detailed revelation. If such a result happens, the seer character gains 25 SEP.

Fenton Walsh: a sergeant in the Valrigont city guards, assigned to Apex Ward.

Flyer post: these posts can be found in every neighborhood of large cities, except for slums. They are less common but far from rare in the wilderness, and are seeded along major travel routes. Flyer posts are manned year long by a skeleton crew, and cater to two types of flyers — carrier pigeons and mechanical drones. The birds are sheltered, fed, and given medical care if needed. The drones use flyer posts as stopover points when there is severely inclement weather, and also will travel to the nearest such post when in need of mechanical repair by a technician or recharging. The technicians that service these drones have learned their craft as a trade passed down generationally. Some lucky posts have a Duracel technician. There are no engineering schools that teach the maintenance of Ancient devices.

Foisk, Sir Brendan see Anghere Academy

Flatlander: barbarian clansman term for those who do not live in the mountains.

Fortean phenomena: events which, by the accumulated corpus of 20th-25th century luminaries, seemed to challenge the boundaries of accepted scientific knowledge. Of course, in current-day Kurphath (47th century A.D.), much scientific knowledge has been lost. Many things that once would have fit the definition of fortean phenomena are now either unknown or do not seem mysterious.

Four Points: a tavern and outfitting establishment serving a broad demographic ranging from travelers, to soldiers, to adventurers, to Reclamationists. Located near the much-used southwestern gate of Valrigont, this business offers a wide range of equipment and perishable goods. Because it's quite a lucrative setup, there are usually several guardsmen here at any time during business hours.

Gaston: a town of 1100 people and the biggest population center in Winsome Valley. Gaston is well-known for the apple brandy made from part of its apple orchard yield each year. A retired Unearther named Corvul Winthrop lives here. Gaston is located about sixty miles SSE of Do-Kur. The town sits on a hill above the northern bank of the Upper Khorne.

GM Impingement: A GM Impingement occurs when the GM, in a private (usually inline within an in-character thread) message to a particular player, throws a potential wrinkle in the player's path. You crawl into the bandit's sleeping bag and, lo and behold, you both feel and see something move in the bottom of the sleeping bag, as evidenced by a ripple passing over the breadth of the bag's cloth. Shit, a snake! When the GM posts a GM Impingement, the targeted character may either accept it as fact and deal with it (in which case the player receives 1 XP for himself, and another XP which he must immediately award to one of his fellow player's characters, citing the award on the OOC thread and giving his reason for the award), or — if the player doesn't want to accept the GM Impingement — he can pay 1 XP to abort it.

If the GM indicates a roll (or rolls) associated with a possible response to the GM Impingement, you may immediately make the roll on the Dice Roller. Copy your result(s) into your I accept this GM Impingement PM back to the GM.

Note: please link back to this definition when awarding a fellow player's character their 1 XP. Right click and copy the link code below and paste it into your PM addressed both to the GM and to the player of the character to whom you're awarding the 1 XP:

GM Impingement

Grelk: the milk of the Grelk, or the Grelk animal itself, depending upon usage. Grelk are the product of the DNA splicing of goats and jersey cattle in the 26th century.

Gnarled One: a term that many Outland barbarian tribes employ when referring to an Aberrant — what many Gretelander's pejoratively refer to as a Mutie.

Grandel Myerson: the miller of Slaytonthorpe, and stepfather to the girl, Samantha Dyber, whom the PCs rescued from slavers at Soleman's Well. In the summer of 4630, Byron Marchant mediated a dispute between Grandel and Mikk Trenshew.

Greteland Council, The: comprised of the four Dukes, the Archon of Valrigont, and the Dalai Lama of Do-Kur, this council comes together for one full day every three months to discuss mutual problems and matters of policy from one jurisdiction to another. It was this council that ratified the Apex Arcology AI's suggestion that the chit become legal tender all throughout Greteland. The council also, in 4383, changed the longheld policy of all nobles retaining sheriff powers. Instead, only those duly appointed (whether noble or not) and Sleeved nobles on Errantry Quest now hold sheriff powers.

Grimwood, The: a vast forest of over ten-thousand square miles that lies some five to six days' horseback ride from Valrigont to the east and the western portion of the Dhar Mountains even further east. The Grimwood is an abundant source of many valuable hardwoods, and home to a broad ecosystem of creatures, some of them monstrous. It is rumored that a community lies deep within the forest, catering to outcasts. The Andorwood is the outer tenth of this ancient forest, encircling the older-growth forest. It is a matter for speculation why the young Andorwood encircles the Grimwood.

Gugs: huge humanoids over twice the size of a man but with a large, vertical mouth which splits its head with eyes jutting from the side of its head. It's arms also split at the elbow into two lower arms on each side, making it an amazing climber.

Hargbeast: a denizen native to the Khornish Swamp, but which has adapted also to the cold climes of the tundra north of the River Tribes and northeast of Elrulion. It can also be found in temperate zones. This creature is bipedal and rougly twelve to fourteen feet in height, weighing in excess of six hundred pounds. It is an apex predator in its native environment, feared by the humanoid tribes that share the Swamp with it. The hargbeast is Corpus 20, AR 1.

Harkist Kaeborn: Born 4583 CE, Harkist is son to a Bluefalls whore and a fisherman father he never met (he knows his mother, who saw that he was placed in an orphanage and later became acquainted with him after he was of age). Harkist is a seasoned woodsman and horse wrangler. He is skillful in animal husbandry, herblore, woodslore, and a pretty fair combatant.

Hasham's Finer Things: a store, located next to The Carriage House inn/restaurant, that provides — as its name suggests — finer things. These items fall into the following categories: sweets, jewelry, art items, drugs, and expensive souvenirs.

Height: The face-up number on a matching set. For example, if you roll Body+Fight and your total pool is 6D, and you get the following result — 1,3,3,6,8,9 — then your set (3,3) has a Height of 3. The Higher a set, the more impressively/flashily/eloquently you were able to accomplish the action for which the roll was made.

Heinich Klum: a squat, muscular, unusually hirsute Exodorean thug encountered by Byron and companions at Soleman's Well on 4th March 4632 while they were investigating the possible kidnapping of Thalia O'Nally. Byron, Aesop, and Ulic let Heinich go on the morning of 5th March 4632, after he provided them info on finding Ulic's sister, Huspil.
Body 3, Sense 3, Charm 1, Coord 3, Cmd 2, Know 2. Body+Fight 4D, Coord+Blade 4D, Body+Vigor 7D, Coord+Dodge 5D

Helkites: small flying lizard-like creatures, about the size of a small chicken, with nearly a 3 foot wingspan. They are actually warm-blooded and can be found in all climates. They are believed by some sages to be one of the many outcomes of the Great Wars and Cataclysm. Helkites lair in mountains crags but can be found in all climates. They have 3-foot wingspans. They have wicked claws, and downward-curving wing spikes that can inflict puncture wounds when they buffet prey with their wings. They hunt by taking small prey with their claws. Larger prey and born aloft then dropped to addle or kill. An adult helkite can carry up to a 150-lb person through fifty feet of elevation before dropping him or her. Sages are unsure how they are able to do this, given their small size.

Hemshal: kinsman to Ulic, and a skilled brewer. Tends to frequent the foothills of the westernmost Khorne Mountains.

Hermann Voils: Shopkeeper of Hasham's Finer Things and a talented painter and sculpter, Hermann is a fifty-ish Krang, widowed and a former Reclamationist who stopped searching for Ancient artifacts and doesn't like to talk about why.

High Country: a Flatlander term for the tribal areas in the hills and mountains of Greteland. The majority of tribal peoples (with the exception of those in the Khornish Swamp) live in the High Country.

"Holly, Holly, don't look at me!": A tongue in cheek way to absolve the speaker of responsibility. Originates from a children's game, where one person seeks and the others hide. The start of each game begins with the rhyme "Holly Holly, don't look at me," and all other players must add onto the rhyme. Failing to within an allotted time or reusing a word renders the loser "it."

Horlach Glasstaff: a mage of the 24th-25th (and perhaps later) centuries who contracted a wasting disease of arcane etiology. He researched then sought out the legendary mountain city of Phrelg. It took him twenty years of effort, but he was able to endure with the aid of his magicks until he discovered the city and drank of its pool. It is said that his wasting disease was cured and that he lived to be over four hundred years old.

Hrundar: a barbarian of Clan Andalt of the Sellus, north of Blight Lake. He was cast out for having the temerity to attempt rune magic. Traveling south as a sellsword, he encountered the other PCs on 4th March 4632.

Huspil: sister to Ulic of Iceweire village, she was taken by the Red Sky Tribe in 4631 CE. Ulic has been traveling since then in search of her.

Iceweire: a barbarian camp in the foothills of the highest peak of the western range of the Khorne Mountains. Ulic, son of Jygor, son of Mul, hails from there.

Ironarm, Kord: Duke Marchant's master smith.

Iskuras: Byron Marchant's warhorse, a fleet and heavily muscled stallion capable of responding to its owner's voice commands come, attack, and jump.

Jelk: the name of Ulic's roan, which he acquired from trader Harkist Kaeborn in Valrigont on March 03, 4632 CE.

Junta: a heated alcoholic beverage made from a mixture of sacred water, herbs, and fermented grelk's or goat's milk. It induces a mild state of euphoria and expansiveness in the imbiber. Although containing water from the sacred stream, it is copasetic for Flatlanders to drink this beverage. Indeed, the barbarians find great humor in the effects the beverage produces in their less hearty neighbors.

Kord Ironarm: Duke Rikard Marchant's master metalsmith.

Krang, The: The Krang are winged humanoids that have lost the ability to fly, if indeed they ever had it. They cannot wear armor. However, their wings are very tough, providing light armor to their rear or, if furled around their torso (which precludes weapon/shield use), their front. They may use small shields. They are not a subhuman species. Rather, they are the long-ago creation of a powerful mage. Once in its 85-100 year lifespan, a Krang lays an egg. It's offspring has a 50% chance of surviving, often far less of a chance. PC Krang begin play with +1 Coordination, -1 Knowledge.

Krelg, The: The Krelg are a subrace of humanity that have 100-120 year lifespans. They generally grow to 6'4" - 7'2" in height, and weigh generally 185-235 lbs. PCs of this race begin place with +1D Body, -1D Coordination.

Kar, Plains of: The plains that lie east of Andorwood and west of The Hinterlands.

Khorne Falls: A 300-yard waterfall in the high foothills of the Khorne range, a few miles below the barbarian encampment of Iceweire. It is said that a cave behind the waterfall leads down into a vast subterranean system, the extent of which is not known.

Kraken, The: a potent mage residing in Bluefalls. A powerful elementalist specializing in the manipulation of water, he is best known for preserving the town from a hurricane in 4628.

Lance breakage: though uncommon, sometimes the wooden pole on a lance will break. This can happen when the metallic lance head impacts the ground (because the knight aimed low) or hits an immovable object (tree, wall). What happens is enormous force is abruptly generated along the wooden pole, as both the ground/wall/tree and the lance's saddle-seat exert forces against the pole. Even then, breakage only happens on a 4+ run of 10D. If a proper strengthening die is applied to the pole, or it is instead made of a composite or metal, the chance of breakage decreases to 8+ run on D10. Such breakage isn't risked by torso, head, or arm hits against humanoid targets, or against leg hits if the humanoid target is mounted. A replacement pole for the lance head can be fashioned in 2-3 hours from a straight sapling, or purchased at various places.

Masheen: catch all term that refers to any piece of tech from Ancient times. Bastardization of the word "machine."

Marchant, Duke Rikard III: Became Duke of the southwestern quadrant of Greteland in 4610 A.D. Wealthy and talented, the duke has many loyal friends and vassals, and is on good terms with the Archon of Valrigont.

Marchantelle: Ancestral seat of the noble Marchant family, a manor-castle has stood at Marchantelle plantation since 3670 CE. The 200 acre farm is some sixty miles north by ten miles west of Valrigont. Straight-line distance between Soleman's Well and Marchantelle is about 79 miles, but you'd travel more than that if you stick to the cart road until you hit the Main Trade Route, a cobbled roadway running parallel to the Khorne north and south along its western bank.

Mici: The word mici, pronounced "mee-chee", is a generally-affectionate term used to address someone considered a close friend.

Midari, The: The Midari are a class of subhuman identified at birth by the fact that they have no eyes. Rather, they have smooth skin where others would have eyes. While many would view that as a severe detriment to one's combat prowess, these people have the tenacity to turn it into a strength. Though born without eyes, they have very highly developed Sense and Eerie, and can somehow "see" without vision. It's interesting to have a Midari try to describe what they perceive as "sight". They've also made a fashion statement out of their condition, covering their empty eye sockets with sleek masks and headdresses. PC Midari begin play with +2 Sense, -1 Body, -1 Command, and Immunity to Gaze Attack. Midari are rare (approximately 1 in 10,000 births). They can be born to other subraces, to a subrace/Midari union, or to a couple who are both Midari themselves.

Mighty Cleave Plaza: a broad plaza in northern Valrigont, some two blocks from the Apex arcology. Here, in 4482 CE, Sergeant of the Guard Anders Feltheim cleaved a Hargbeast in twain. It is believed that the Hargbeast's appearance within the walls may have resulted from a miscast spell.

Mikk Trenshew: a tenant responsible for farming a large number of acres owned by the Marchant noble family of Greteland. Mikk lives in Pebble Brook.

Minimum success: Most of the time, a Width 2 set is the bare minimum dice pool result needed to be successful at whatever the roll is deciding. However, if your GM tells you, in advance, that you need at least a Bare Minimum Success, then — in addition to any set being a success — any Run (i.e., three consecutive die values) is also a success. For example: {1,2,4,5,6,8} would ordinarily be a failure. However, if the GM had informed you prior to your dice pool roll that you need at least a Bare Minimum Success, then the {4,5,6} dice results, which form a Run, would constitute a Bare Minimum Success. This definition is also found in the Rules.

Min-Kra, The: a tribe of savages living in the furthest depths of the Khornish Swamp. The Min-Kra practice human sacrifice to He Who Devours, using captured enemies as victims.

Mobile bombard: Meaning, in modern parlance, "portable cannon", this is used in reference to a ranged weapon of the Ancients called a "shotgun". Occasionally moderns are able to restore one of these. They are typically 12-gauge, though sometimes 20-gauge (and, rarely, other gauges) can be found. Some tinkerers, alchemists, engineers, and Ancient history experts have learned how to create "ammunition" for these weapons.
Effective range: 35yd (small game); 15yd (large)
Damage: Width + 2 Killing and Width + 1 Shock
If range <= 20 feet, double those damage results; doubled damage becomes Width + 4 Killing and Width + 2 Shock.

Monastery of the Nine Veils: A monastery established in the foothills of Do-Kur, overlooking the western bank of the Khorne, this martial academy teaches both asceticism and The Nine Veils, increasingly powerful and difficult martial arts techniques. This monastery was established in 2883 by Do-Kur Bha-Tain, and grew over the next thirty years from a 900 ft2 dojo into the large monastery that it is today.

Mook: a metagame term referring to an NPC combatant with relatively poor combat-related stats. Mooks are slain by a single point of Killing damage to either the head or chest.

Murode: short for Mutated Rodent, a murode is a mutated rat, mouse, or similar rodent that is generally twice the size of its non-mutated cousins and is known to attack humans on contact. About one-third of the time, such creatures carry disease.

Muties: People of the various sub-men races (Krang, Dorn, etc.) who were either born with highly visible and often quite unsightly mutations or who developed them in childhood and adolescence. These people always have the Gruesome Problem and are shunned by all except other Muties. There are communities of Muties in the depths of Andorwood, in the eastern foothills of the Khorne Mountains, and in multiple locations outside the boundaries of Greteland. About one in every one hundred births is a Mutie. It's not uncommon for the parent(s) of a Mutie to kill it or abandon it at birth — or years later, if the mutations don't manifest until childhood or adolescence. There are, of course, exceptions — people who show kindness to Muties or even take them in. But by and large, Muties are shunned and so migrate to Muties-only communities. About one-quarter of Muties have one or more special abilities. These range from special Skills made possible by their mutations, to arcania or psionic abilities. See Aberrant.

Nadoir: Considered a holy place of the gods, Nadoir (nay-DWA) lies near the center of the Khornish Marshes, in an area considered neutral ground by the often-warring tribes of the area. Sometimes used to indicate a critical meeting, such as those held by tribal chieftains at Nadoir: "The time has come for a Nadoir."

Narkal: This is a human sub-race, mostly found in the Barbarian Wildlands, though there may be other enclaves elsewhere. They are tall but lean in stature, men often over 6’2” tall and many women approaching 6’, fair skinned and mostly blond haired. Their life expectancy is a little shorter than normal, few passing 80. This may be more the product of the tough lifestyle that they lead than something genetic. PCs of this race receive no stat modifications during character generation.

Negra talc: A pitch black material similar in texture to normal chalk, negra chalk is found in ruins of the Ancients and is gritty in texture. When heated above room temperature, it becomes volatile and explodes with tremendous force. Used for clearing land, destroying an old building, or opening a stubborn lock, it is a versatile and relatively stable explosive substance that is light enough to transport easily. It is uncommon but not rare. A piece of negra talc equivalent to a single piece of 20th century chalkboard chalk, used in schools and universities of that period, can be sold to the autovendor at Apex arcology in Valrigont for two hundred chits.

Nis, daughter of Cimil: former chieftain of Iceweire village — from 4626 to 4629 CE.

Old Stories, The: One way of describing the collection of books that 21st-century people called the Bible.

Oldteck: slang for "old world technology"; example: "Guys, check this out. It's a cache of oldteck masheens."

Ollie & Ellie: the two draft horses that are normally stabled at the Marchant villa on Bidal Street, in Valrigont. Byron borrowed them to pull a rented covered wagon on the morning of 4th March, 4632, as he, Aesop, Ulic, and Phule Druthers left the city.

Omnipotence!: a very light expletive intended to emphasize the emotion behind a statement.

Omnipotent One: a veiled reference to the Christ of Judeo-Christian tradition. More open worshippers call the religion The Way, but in the past two centuries two forces have conspired to dissuade many believers from open association, namely (a) the severe persecution of open followers of The Way in some areas by some groups, and (b) the heresies and travesties within the leadership hierarchies of various temples of The Way are such that they don't inspire confidence in the rank and file believer.

Orcrest: a substance forming deep underground. Pockets are uncommon, but highly sought, as this ore has been found to be able to power arcane effects over a long period of time. Examples of arcane effects powered by orcrest are castle and tower bubbles, which are faintly visible hemispheres that deflect and lock out creatures not wearing the castle or tower's signet ring or identifying medallion, (b) the water-siphoning system that draws water from the sea, purifies it, and distributes it to the businesses and households in Valrigont, (c) golems created by mages are sometimes invested with orcrest so that they will endure and function for centuries rather than a mere decade or two.

Orichalcum: The Sorcerous Steel; a mineral found in Kurphath, also known as the sorcerous or sacred steel. Harder and lighter than iron, items and weapons forged from this material are highly desired. The secret of working orichalcum is closely held by those who know it, and is one of Kurphath’s greatest mysteries. The most typical use of the sorcerous steel is in Swords. An orichalcum blade can shatter any other weapon (with the exception of Adamantite), cut through stone, and slice a falling silk handkerchief. Not a blemish on the blade. Blades made of this substance are baneful to supernatural creatures too, making it intensely valuable. Orichalcum appears as a dark red metal, clearly different from iron, copper and tin. It is cold to the touch and has been described as “holding the slightest vibration.” It is not mined but created by a ritual known to only a few, merging gold and silver, bound together by Blood. Gold and silver. Sun and Moon. Will and imagination. The vital instruments of magic.

O'Nally, Bodny: Uncle to Merri, who works at The Carriage House inn/restaurant, Bodny is an Unearther, and supports himself by trading off or selling his discoveries. He lives in the Butney Neighborhood, in the southern portion of Valrigont.

O'Nally, Merri: A petite but voluptuous blonde Exodorean who waits tables at the Carriage House, an upscale inn in the southwestern quadrant of the city of Valrigont.

Ondan Thurgood: owner of Thurgood Tack, Feed & Sundry, near the western gate of Valrigont. He sells all things equine related, usually at reasonable prices. He collects artifacts of Ancient mechanical transportation devices, his favorite being motorcycles, which were popular one- or two-person vehicles in the 20th through 23rd centuries.

Pebble Brook: a small rural settlement of 125 people, located along Pebble Brook in Winsome Valley, that is known for the fine tobacco they grow. They profit from sales of this product in Bluefalls, Valrigont, and ports of call in Ghendralin and Velira. Hasham's Finer Things sells several varieties of dilques featuring tobacco grown in this locale. Pebble Brook is situated about two miles east of Stony Glen and three miles west of Gaston.

Petranimus: a rare stone found along riverbanks and ocean beaches. This water-polished palm-sized stone may lie dormant for centuries before detecting the presence of a nearby mentalist who has happened to come near. It calls out psychically, and there is a strong likelihood the mentalist picks the stone up. Though the mentalist may not know what he has found, he senses it is no ordinary stone and is likely to keep it. Carrying the stone, the mentalist gains the benefit of 1 AR without having to wear armor. If he already wears armor, or has arcane armor, this 1 AR does not stack with it. If kept long enough, the stone darkens and hardens into a perfectly smooth oval of obsidian which, the mentalist discovers one morning upon awakening, has surrounded the mentalist's wrist like a bracelet. It cannot be removed or broken short of severing the hand or using very powerful arcane or psionic forces. Now it not only continues to provide continuous 1 AR protection to all body locations, but it also provides one free Gobble Die of Height 5 each round that can be used against an opponent.

Phandos: Title given to community leaders of peoples in the Hinterlands of Greteland. Roughly equivalent to tribal chieftains in the Khornish Swamp, Phandoses hand down judgments, decide on how community resources are used, and preside over unions, councils, and runings. These communities are similar to tribes and villages.

Phineas Lothaybin: a Krang minor sage, mentalist, and arcanist living within sight of the North Wall of Valrigont.

Phrelg: legend has it that Phrelg is an ancient cities hidden in the deepest of the Khorne Mountains. It is rumored to have a magical pool of heated water that acts as a potent restorative and lengthens the lifespan of those who drink thereof.

"To Phrelg and back": a common phrase indicating a very difficult undertaking or taking something to an extreme extent. The phrase derives from the legendary search for, and journey to, the legendary city of Phrelg, hidden in the depths of the Khorne Mountains. It is said that the ancient mage, Horlach Glasstaff, spent twenty years searching for Phrelg after contracting an arcane wasting disease, and that his journey to Phrelg and back took twenty years, but resulted in his cure and greatly extended life after drinking from the Pool of Phrelg.

Phule Druthers: a Krelg man taken into custody by Valrigont guardsmen on 28th February 4632, after an ongoing investigation turned up evidence of consorting with slavers, kidnapping, rape, and prevarication to the Archon.

Physicker: The Gretelander name for a person trained in the mundane healing arts. Some physickers also have Esoteric Disciplines that aid their art.

protoraph: the term some sages believe the Ancients used when referring to amazingly realistic images painted by Ancient artists. To date, no sage has postulated the process that allowed such delicate paintings to survive for millenia.

Psychomanteum: a small, enclosed area set up with a comfortable chair, dim lighting, and a mirror angled so as not to reflect anything but the darkness intended for use in communicating with spirits of the dead.

Rake Pass: the only pass ever discovered through the Khorne Range. It is said to be guarded by a machination of the Ancients, three douracel that continue to function and that permit passage north but never south through the pass.

Rapscallion Camsul, Baron: the lord of Winsome Valley, and father of the beautiful (Beauty 3) Lady Chonda der Camsul.

Reclamationist: an individual whose passion lies in discovering artifacts of Ancient technology, art, and philosophy/religion. These are typically wealthy individuals who employ Unearthers to do the actual work involved in Reclaiming such treasures.

Red Sky Village: an Outlander village built into the western slopes of the Khorne Mountains, about a three hour donkey ride up the foothills and mountain slope from Do-Kur and perhaps eight miles from Iceweire.

Samantha Dyber: a thirteen-year-old girl rescued from the bandits at Soleman's Well by the PCs on the afternoon of 4th March, 4632. She is the stepdaughter of Grandel Myerson, the miller of Slaytonthorpe.

Scatcur: an Outlander term of derision, applied to a person considered by the speaker to be cowardly, false, and base in the extreme. They are filthier than rodent scat, lower than a mangy cur dog.

Seareach: A village of six hundred that lies about eighty miles south by southwest from Bluefalls.

Sellsword: a mercenary, hired for a contract. Depending upon the Sellsword they may regard a contract as binding until completion or they may regard it as only valid until someone offers them a better paying one.

Sellus: The Sellus are one of the largest tribes living in the Barbarian Wildlands, spread across the southern portion, just to the north of Blight Lake and the Greatwood that marks the South Eastern boundary of the Wildlands. Ethnically the tribe is Narkal and they are predominantly herders and hunter/gathers, living off the bounty of the Wildlands, though most settlements have a small amount of agriculture as well, with some vegetables grown in small family plots. The tribe is made up of many Clans who, historically, can be quite fractious amongst themselves, lacking the unity to make them into a significant political force regionally. Legends tell of a great leader called Randar several centuries ago who forced alignment amongst the clans, taking the title Khan for himself and fighting a number of successful wars against the neighbours of the Sellus. Since then however no other leader has been able to force the various clans to work together and take the title of Khan. Culturally the clans of the Sellus are very similar to each other. The genders have very prescribed roles with men responsible for herding, hunting and warfare and women responsible for child rearing, gathering food from the wilderness and growing vegetables in the family plot. Leadership of the community is the responsibility of the Hetman, the head male in a Clan, but his most important advisor is the Tundus, the senior most Runecarver and wise-woman. Within the Sellus Runecarving, the magical talent of either painting, tattooing or scaring runes on an item or a person, is extremely valued and important. It is also the domain of women, a technique taught from mistress to daughter amongst those who have the gift. Runecarvers are also the most learned amongst the Sellus and the Tundus therefore has a position of great importance within a Clan. Rarely men appear who demonstrate a talent for Runecarving and they are generally despised and driven out of their Clan.

SEP: Setting Enhancement Points are awarded by the GM for various reasons: artwork contributed to the game, new NPCs or locales generated by players, SEP Sprees, etc. Some spells and devotions generate SEP when successfully cast/invoked. When ten SEP have been accumulated by a PC, the GM converts them into one XP and adds that to the PC's XP Reserve (RSXP).

SEP Spree: an SEP Spree occurs when a player seconds three or more terms (originated by other players via their characters) in a single IC post. This must be the first time each term has been seconded, of course. When an SEP Spree occurs, the spreeing PC is awarded 1 SEP by the GM.

Shrike: a trap set by a barbarian or group (i.e., fang) of them. Such traps may be mechanical or may simply involve herding prey into a disadvantageous circumstance.

Skull Blossom: see Acrid Water. Also sometimes known as Blue Tuesday.

Slaytonthorpe: a hamlet of about three hundred people, located about half a day's cart ride NNE of Valrigont and perhaps a twenty-minute gallop from Marchantelle. The young teen girl, Samantha Dyber — whom the PCs rescued from the Soleman's Well Bandits — said she was from here.

Sleeve, The: this colored band worn on a noble's sleeve is a long-standing noble tradition in Greteland. It announces that the wearer was on his Errantry Quest, a period when noble-born children traveled abroad and applied their skills to helping the common folk. Red indicates a proficiency in combat. Blue shows a willingness to mediate disputes. Green deals with agriculture and foodstuffs, Gray with buildings and engineering. White designates a wearer educated in the law, yellow one who is knowledgeable about investment, money, and finance.

Soleman's Well: Soleman's (sole-EE-muhn's) Well is an ancient, still functioning, well used by travelers. It lies half a day's horseback ride or two days' walking distance west by southwest of Valrigont. It is a well-known landmark. There is a cart track that runs by this location, and woods that on three sides surround the field containing the well. By wagon ride, a trip from Valrigont to this landmark takes about six hours.

Soleman's Well kidnappers, The: A group of bandits responsible for kidnapping Thalia O'Nally in mid-January of 4632 in Valrigont. This band was led by Codell and Heinich. The rest of them were mooks.

They are:
-Heinich Klum (bandit #2 on map, and leader of the kidnappers)

- Codell Strump bandit #4, killed by Hrundar's arrow.

-Wilhelm Glarst (bandit #3; a mook slain by Hrundar)

-Arnold Strump (bandit #1; a mook, and younger brother to Codell)

-Fisk Tavers (a mook and bandit #7, decapitated by Byron's lance)

-Delbert "Deester" Drummond (a disinherited-noble mook, this bandit #6 was knocked out cold when Byron's lance decapitated Fisk Tavers and then hit him. A few rounds later, one round after Heinich surrenders, Deester died from head trauma)

-Lamond Brilsk (bandit #5, a mook) died a few rounds after battle with the PCs, from wounds sustained.

-Thurman Foisk (bandit #8, a mook, no relation to Sir Brendan Foisk; slain in combat).
There was another bandit, Isen Brant. According to what Arnold Strump told the PCs on the evening of 04th March 4632, Heinich Klum killed Isen for reproaching him about raping female captives.

All the mooks in this group have stats identical to those of Wilhelm Glarst. The survivors of this melee with the PCs were Arnold Strump, Lamond Brilsk, and Heinich Klum.

Soot: Aesop Donnahue's gray dapple horse.

Stony Glen: a village of 300 people located two miles west of Pebble Brook and five miles west of Gaston. A marble and limestone quarry is located out the outskirts of this village, and employs about half of the men of the village. Rough cut stone from here is shipped in wagon trains to Valrigont, and from there via the Khorne River to multiple destinations.

Swamp, The Khornish: an approximately 2500-acre swamp located some dozen miles north of Valrigont. The swamp is fed by the Khorne River and extends westward from it. A quarter-mile of marshland off the river's western bank gradually turns swampy. The Khorne Road — which runs from Bluefalls to Dilgal, to Valrigont — ends some ten miles north of the latter city. Travel further north is then by river or overland, or by the not well-maintained North South Trade Route (the remnants of an interstate highway from the days of the Ancients). Most use the river north of this point, as the rough and unpatrolled cart track on the eastern bank of the Khorne is prone to banditry.

Sylvar, The: The Sylvar are bipeds formed of bark and pith rather than flesh and bones. They are particularly vulnerable to fire, but resistant to cold. Sylvar require either nutrient enriched water (2 gallons daily) or 1 hour daily in which to sink their roots into suitably moist and nutrient-rich soil. Otherwise, they take 1 Shock damage to their torso each day. Sylvar bark can be chewed by the other subhuman races (but not by Sylvar themselves) once daily in order to gain +1D when making a Body + Vigor roll to heal damage. Sylvar start the game with +1 Body and -1 Charm.

Tag Teams: name that bandit Heinich Klum used to describe the 5-10 man teams of bandits that subdue and kidnap individuals for sale to the slavers.

Tar-Adiv: A city on the eastern bank of the Khorne River and built into the foothills twenty miles south of the high peaks. There is a still-functioning railway there that connects various points in the city and runs on a regular, automated schedule. The city is ruled by a council of five members, each of whom is a wealth merchant.

Tarrow cards: Used in divination to gain insight into the past, present, or future by posing questions to the cards. The user then shuffles, draws, and arranges the cards for interpretation. Beliefs range from the cards acting as a conduit to channel the user's abilities, to the cards themselves being guided by a spiritual force.

Tenderly, Dannin: owner and chef at The Carriage House inn/restaurant in the southwestern quadrant of the city of Valrigont.

Thalia O'Nally: sister to Merri O'Nally and niece to Bodny O'Nally. She was reportedly kidnapped sometime circa the middle of January, 4632 CE.

thecles: a church service. The term is mostly used by followers of the Omnipotent One.

Thelis Fell-Arm: a skilled fighter who works for the slavers and has authority over two or three groups of Tag Teams near Valrigont. He prefers to send orders remotely rather than give them in person. He has been known to kill underlings that screw up.

Thelonius Bha'kran: an eight-year-old boy monk kidnapped from a Valrigont-bound caravan on 2nd March 4632. The boy and his captors were tracked for two days by Hrundar, who caught up with them (and the other PCs) on 4th March 4632 at Soleman's Well.

Tonshets: baked dough filled with meat, usually chicken or beef, though sometimes dog or goat. In households that can afford it, cheese is added to the meat before the tonshet is folded, sealed, and baked.

Trimint: a gum-like substance made by combining the sap of three different tree species. A plug of gum about one inch in diameter and three inches long can be purchased for one chit at Apex Arcology in Valrigont.

Twin Skys Lake: a freshwater lake covering 152 acres, located between the Khorne Mountain villages of Iceweire and Red Sky. An important source of food for the mountain outlanders No combat among tribes is permitted within sight of the lake, so it is here that parleys are held.

Ulic: a barbarian hailing from the northwestern foothills of the Khorne Mountains. He journeyed into central Greteland in search of his kidnapped sister, Huspil, who disappeared in the Fall of 4630 A.D.

Unearther: refers to a person skilled in the ways of finding, unearthing, and selling off Ancient technology. These are the diggers, the protectors, the transporters. They do the legwork, the heavylifting, of the Reclamationists. There are whole sets of skills specific to what Unearthers do.

Unster Fadden: a bricklayer before he lost his job with a local quarry. Boyfriend to Thalia O'Nally. A Blancreanist.

using new paint: A Gretelander saying, meaning to do something unexpected or not covered by the existing rules.

Valrigont: the largest population center in Greteland. You can read more about this city, formerly called Emerisia, here.

Valtisa Kanesh: A baroness elected Archon of Valrigont on January 20, 4607 CE. She is reputedly a mentalist of considerable ability. See Archon, The.

Valt son of Brenim: the current (as of 4632 CE) chieftain of Iceweire village.

Vaarg: a buffalo-like herbivore sometimes hunted for its meat and hide. It is said that the blood of a vaarg lengthens the imbiber's lifespan. Vaarg are Corpus 30 creatures.

Viles: blind, humanoid creatures of the night, they are lone, silent killers, but there are rumors of underground warrens where queens use the corpses of victims to lay eggs for new viles....or they may just be a myth told to frighten children (it's Alien).

Waste Dice: also known as Loose Dice, these are any dice that do not form part of a set after rolling. Generally, these dice are wasted and unusable but certain game effects can take advantage of them.

Way, The: a religion with many thousands of adherents in Greteland and beyond. This is a monotheistic religion descending from most ancient Judaic tradition. It posits the existence and supremacy of God, a spirit, who reigns supreme not only over Kurphath, but the very Courts of Heaven. In Greteland, The Church of the Way has Seekers (Faith 0 but interested and open to the Message), The Faithful (believers with Faith 1+), Priors and Prioresses (Faith 3+ and active in ministry under the guidance of a Father), Abbots (those with *Faith 5+ and who lead a small local church or temple), Fathers (Faith 9+ and either lead a large local congregation or else serve directly under a Bishop), and Archbishops (Faith 13+ and they administer all churches/temples in large towns or cities, and have 1 + 1d4 Bishops under their authority). Archbishops meet once annually for a ten day conference in which they review disputes, settle questions of practices and interpretation of Scripture, and review existing or make new Church law.

Westroads Abbey: The largest house of worship dedicated to The Way in southern Valrigont. Father Gabriel, one of their priests, is a friend to the Marchant family.

Width: In the following result from a pool of 6D — 2,4,5,5,5,9 — the set (5,5,5) has a Width of 3. The wider a set, the faster you were able to accomplish the action for which the roll was made.

Wilhelm Glarst: a member of the group of bandits encountered by the PCs at Soleman's Well on Sunday, 4th March, 4632 after Aesop made the drop of ransom money demanded by Thalia O'Nally's kidnappers. See also The Soleman's Well kidnappers. Slain by Hrundar. Body 1, Sense 2, Charm 1, Coord 1, Cmd 1, Know 1. Body+Fight 2D, Coord+Bow 3D, Coord+Blade 2D, Body+Vigor 2D, Coord+Dodge 2D

Winsome Valley: a verdant valley of roughly six hundred acres running northwest to southeast near the west bank of the Khorne on land owned by Duke Marchant. This valley is home to the villages and hamlets of Slaytonthorpe, Gaston, Pebble Brook, and Stony Glen. This valley is some fifty miles NNE of Valrigont, and roughly ten miles SSE of Marchantelle. It's ruler is the Baron, Lord Rapscallion Camsul.

Yesterweek: a word meaning 'sometime roughly a week ago.' The expression is common except among peoples who have devolved into savagery, such as the Min-Kra of the Khornish Swamp.

Zark Withers: real name unknown. A sly trader and perhaps something more who is known in some circles for being able to fence or acquire desired items. Often found in Valrigont, he nevertheless travels quite a bit, a necessity for one who plies his various occupations. Zark manages to avoid run-ins with law enforcement through a combination of disassembling and careful attention to alibis and personal visibility.

Zelb: A long-haired, long-tailed rodent, about the size of a medium dog. Both its fur and meat are used by Outlanders.