Glossary
The Reach's vocabulary, in one place — the world and its light, the crowns that feud over it, the map they feud across, and the words a Tactician needs at the muster table and on the field.
The world & its light
| Term | Meaning |
|---|---|
| The Reach | The fading continent. Once fertile, it now goes grey from the interior outward, a little more each Age. Its crowns feud over the light that remains. |
| Glim | The teal-luminous essence that keeps a kingdom's fields alive — cold to the hand, glowing teal, and throwing no shadow. Spent, it holds warmth and growth in the soil; drawn from a Well, it is the prize of every march and the price of every promotion. There is less of it every season. |
| The Well | A pooling of Glim in the deep wild — the destination of every march and the thing every other crown wants too. The richest lie past the treeline, difficult to survey, reach, and hold. Stripped wells never refill. |
| The grey wild / the wild | The failing land between the seats: treeline-less, physically unreliable, and reclaiming a little more ground each Age. Where Glim runs out, the wild takes over. |
| The treeline | The soft border past which no voice, no scrying, and no runner reaches. Beyond it a squad has only its written orders. |
| The fading / the decline | The world running down, one failed harvest at a time. It is published — everyone watches the same total fall. Skill decides whose fields fail first, never whether they fail. |
| Age | The great cycle of the Reach. Each Age the wild takes the land between the seats and the renewal gives it back; the seats themselves never go dark. Lanternhold has held through six. |
| Season | One stage of an Age's decline, and the clock the crowns race against — the world-total Glim falls the whole while. |
The crowns & factions
| Term | Meaning |
|---|---|
| Crown | A kingdom of the Reach and the seat it rules from. Crowns are permanent — geography, not opponents assigned. A border feud can be older than any one season of it. |
| Lanternhold | Your hold — the player's crown. It marches on bronze, staves, and hedge-craft while its dwindling infrastructure draws on finite Glim. |
| Sarn | The militarist crown. Treats squads as ammunition and iron as food; runs a war economy that devours the iron rate. Seated at Kargstead. |
| Colthe | The mercantile crown. Buys the best steel and the best doctrine, and keeps factors who move the rates on purpose. Seated at Bray Colthe. |
| Cindral | The industrial-services crown, newly seated. Leases pumps, conduits, precision parts, and extraction crews to whoever meets the price. Grey by trade, not cruelty: reasonable, and would rather its customers prosper enough to renew. Seated at Cindral Mills. |
| Greywatch | Your oldest border feud — a neighbor seat, not one of the three great crowns. Its Tactician, Osei, writes a patient, mender-heavy line and never commits before the third turn. |
| The Countinghouse | The institution that posts the Reach's rates — the shared price board of the continent. |
| Factors | The traders who work the roads between seats. No crown deals with another; every crown deals with the factors, and the factors deal with everyone. |
| The Reach's rates | One published price each for grain, timber, and iron, the same from any coast, moved by every crown's trade and no one's alone. Important setting pressure and future multiplayer infrastructure; the focused solo path does not require a player-run commodity market. |
The map & its places
| Term | Meaning |
|---|---|
| Seat | A crown's permanent place on the world map — a point of light the dark has never swallowed. Seats never fight; the land fails and renews around them. |
| Hold / Holdfast | Your city — the seat you rule from between marches. |
| The world map | The board of marches: seats you cannot attack and Wells, Ruins, and Camps you can. Each site posts its distance and what taking it pays. |
| Well (site) | A drawable source of Glim. Won and held, it pays weekly income and Glim; the water is usually already claimed by an independent company, a nearby community, or a rival crown. |
| Ruin (site) | An old place cleared once for a lump of loot, not held for income. |
| Camp (site) | A bandit or raider nest — cleared and then held like a Well for its weekly take. |
| Kargstead of Sarn | Sarn's seat. Its Marches are forever mobilizing. |
| Bray Colthe | Colthe's seat, where the best steel and doctrine are bought and the factors move the rates. |
| Cindral Mills | Cindral's seat: standardized pumps, precision fittings, prosthetic workshops, and contract engineers for hire. |
| The Embermere Well | A shallow Well held by well-poachers who screen their heavy the way a squad screens its mender. |
| The Fordwell | A Well held by a mixed bandit-and-hedge band — a sellsword's line stiffened by a renegade friar and a hedge witch. |
| Ruins of Vhal | An old vault guarded by a warden, a hollow acolyte, and a seal keeper — cleared once for its loot. |
| Redbrand Camp | A raider nest under the Redbrand boss — cleared, then held for its weekly take. |
| The Shield Wall | The barracks memorial. It holds only the names of soldiers lost under the Last Writ — chosen, short, and heavy. |
Opposition & risk
| Term | Meaning |
|---|---|
| Claim company | An independent charter crew, community defense, mercenary band, or extraction company already holding the site Lanternhold wants. Crown reports may call them bandits or poachers; the recovered writ usually tells a less convenient story. |
| Rival squad | Another crown's fighters at the same Well. Their formation, equipment, and doctrine are readable through the same rules as yours; against a live Tactician, there is no script. |
| The Last Writ | The opt-in high-stakes contract, signed at the muster table: the richest deep-Well rewards, and no one coming to carry anyone home. Deaths under it are permanent; every other loss is recoverable. |
The old power — the arcane
| Term | Meaning |
|---|---|
| The collegium towers | Wizardry proper — a lettered, licensed art taught in the tower-schools of the seated crowns. Precise, expensive, and increasingly nervous about the mills. |
| The hedge-craft | The wild art of the deep Reach — witches working venom, hex, and rot, learned closer to the wells than any tower would allow. Lanternhold marches with it. |
| The reliquary light | What the clerics and their orders channel: mending, blessing, and the warding of the light against the grey. The most respectable of the three traditions, and the most quietly commercial — the order that heals your squad keeps the ledger of what it cost. |
| Class | A soldier's trade and stat mold — Fighter, Hunter, Cleric, Witch, and their senior forms. See the class reference. |
| Promotion | Raising a proven soldier into a senior class for Glim (Fighter→Knight, Cleric→Bishop, the Witch line ending at Archmage, …). The soldier keeps every art they knew and gains the new class's on top. See Glim & Promotions. |
| Vanguard / Mender / Marksman | The three squad archetypes the game teaches first: the front-rank anchor, the cloister-trained healer, and the back-line shooter. |
Doctrine & the Chronicle
| Term | Meaning |
|---|---|
| Tactician | You. The mind behind the squads; the one who writes and never swings. Kept behind walls, protected and feared, because a good one is worth an army. |
| Standing Orders | The rules a soldier carries into the wild — and the reason no Tactician needs to shout. Past the treeline, your writing is the only order a squad will ever get. |
| Doctrine | The whole of a soldier's — or a Tactician's — way of fighting; what the writs, together, add up to. |
| Writ | A single soldier's inscribed Standing Orders: numbered rules above, reactions below, read top to bottom. |
| Rule | One line of a writ: If conditions, Then a skill, Aimed by preference. The first rule with a valid target fires. See how rules work. |
| Filter / Gate / Prefer / Prioritize | The four condition kinds. Filters and Gates decide whether a rule fires; Prefers and Prioritizes decide whom it strikes first. |
| Reaction | An off-turn answer written on the writ, paid in PP: Cover, Parry, Brace, a counter, a mend, a strike on a foe an ally just afflicted, or a self-buff on a kill or a squadmate's death. See reactions & PP. |
| Rider | An effect that travels on a landed blow: a status like Poison or a stat wound like halved defense, each with its own chance. |
| The Chronicle | The kingdom's instrument of foretelling and replay. It can foretell any battle already fully written, and cannot read a page another hand is still writing. Every resolved battle becomes a chronicle any participant can re-read, blow for blow. |
| Foretelling | A true reading of a coming battle whose every writ is already sealed — bought in Glim that scales with how deep the squad marches. |
| Rehearsal chamber | The Chronicle's other mode: sparring your writ against a scouted dossier of an opponent still writing theirs. Informative, never a promise. |
| Dossier | A per-rival file of standing orders your scribes reconstruct from how the enemy moved — partial, sometimes stale, sometimes wrong. Reading it is gameplay. |
Recruitment & the field
| Term | Meaning |
|---|---|
| Recruitment | The raising of a squad: hiring, berths, and the send-off. Also the Recruitment yard you deploy from. |
| Squad | Up to six soldiers in the 2×3 line, marching under one banner. |
| Formation | The 2×3 grid each squad holds — Front/Back rank × Left/Center/Right column. It defines a Full Row and a Full Column. See formation. |
| Front-rank protection | The law that melee attacks cannot reach the back rank while any front-rank soldier stands. Ranged skills marked ignores row protection slip past it. |
| Initiative | Decides who acts first in each round. The order it sets at the start holds for the whole battle. |
| Physical Atk | How hard the soldier hits with weapons and physical skills. Physical damage scales with it before the target's Physical Def is taken off. |
| Magic Atk | How hard the soldier's spells hit. Magic damage scales with it before the target's Magic Def is taken off. |
| Physical Def | Soaks physical damage from each hit before it lands. Armor and shields add to it. A hit that lands always does at least one damage. |
| Magic Def | Soaks magic damage from each hit before it lands. Armor and some shields add to it. |
| Accuracy | The soldier's base chance to hit. The skill's own hit rate scales it, then the target's Evasion is taken off. Blind drops it to zero. |
| Evasion | Taken off every attacker's chance to hit this soldier. Light armor raises it and heavy armor can lower it. |
| Crit Chance | The chance that a landed hit is a critical. A critical doubles the damage, spell and steel alike. |
| Guard Chance | The chance that the soldier guards a landed hit. A guard turns aside part of the physical damage, more with a better shield, and none of the magic. A soldier with no weapon and no shield cannot guard. |
| AP — Action Points | A soldier's per-battle strength to act. Every skill costs some; rules that can't be paid for are skipped. Granted at the muster, never refilled mid-fight. |
| PP — Passive Points | Points spent on reactions such as Riposte or Bodyguard. A soldier never has more than four in a battle, and each reaction spends one. |
| Skill | A single action a rule can spend AP on — a strike, a spell, or a mend, with its own cost, chances, and riders. See the skill reference. |
| Status | A lasting condition on a soldier. Poison, Burn, and Regen tick at the start of the soldier's turn; Stun, Blind, and Guard Seal change what the soldier can do; Marked changes who their enemies aim at. See Statuses. |
| Holding | A turn spent standing ready, because no rule could fire: conditions failed, no valid target, or no AP to pay. |
| Verdict | The plate that ends a battle: The Well Is Held, The Well Is Lost, or The Field Is Spent — and the Glim drawn. |
The hold's accounts
| Term | Meaning |
|---|---|
| Crowns | The hold's common coin, for hiring and the mundane. |
| Grain / Timber / Iron | Account categories behind the Reach's economy. They may be summarized as campaign consequences; broad stock trading is deferred from the focused path. |
| Recruits | Soldiers for hire waiting at the recruitment yard, each with a class and a price. Idle recruits still draw wages. |
| Upkeep | The weekly cost of a standing squad and hold — settled at each week's end against income. |
| Unrest / Devotion | The mood of your districts. Hungry or insolvent weeks heat unrest; quiet weeks cool it; unrest inflates wages, devotion swells a Well's Glim. |
| End the Week / settlement | The prototype simulation's weekly accounting boundary. The focused campaign advances through story and marches without requiring routine settlement bookkeeping. |
| Expedition / march | The one door into battle: a squad sent from the recruitment yard to a site on the world map, costing march-days out and back. |
| Veteran mark | A small, permanent stat mark a soldier earns by surviving a battle that nearly killed them — up to three, kept for good, never a level or XP. |
Count your squad twice at dusk. What the ledger misses, the morning will not return. — From the Codex