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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

TermMeaning
The ReachThe 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.
GlimThe luminous essence that keeps a kingdom's fields alive — cold to the hand, 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 WellA 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, guarded by things that were never people. Stripped wells never refill.
The grey wild / the wildThe dead land between the seats: monster-haunted, treeline-less, reclaiming a little more ground each Age. Where Glim runs out, the wild takes over.
The treelineThe soft border past which no voice, no scrying, and no runner reaches. Beyond it a squad has only its written orders.
The fading / the declineThe 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.
AgeThe 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.
SeasonOne stage of an Age's decline, and the clock the crowns race against — the world-total Glim falls the whole while.
The powder ageThe era now dawning: the Reach's first crude blackpowder loose in the world. A mood in the smoke and a line on a ledger, not yet a weapon in any hand you field.
Blackpowder / powderMilled from saltpeter scraped out of spent wells — profane, cheap, and spreading. It ends a swordsman a mender might have saved, and does nothing to a well-thing that steel hasn't already failed to do. Cindral sells it by the sealed sack.
SaltpeterThe raw stuff of powder, dug from dead wells. Cindral buys it and iron both, tightening the iron rate from the demand side.

The crowns & factions

TermMeaning
CrownA 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.
LanternholdYour hold — the player's crown. It marches on bronze, staves, and hedge-craft; the powder age is happening to it, not yet in its hands.
SarnThe militarist crown. Treats squads as ammunition and iron as food; runs a war economy that devours the iron rate. Seated at Kargstead.
ColtheThe mercantile crown. Buys the best steel and the best doctrine, and keeps factors who move the rates on purpose. Seated at Bray Colthe.
CindralThe powder crown, newly seated. Mines saltpeter from dead wells, mills the Reach's first blackpowder, and hires out firelock companies to whoever meets the price. Grey by trade, not cruelty: reasonable, and would rather you lived to keep buying. Seated at Cindral Mills.
GreywatchYour 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 CountinghouseThe institution that posts the Reach's rates — the shared price board of the continent. It won't print a rate for powder; that one is too new and too apt to go off in a warehouse.
FactorsThe 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 ratesOne published price each for grain, timber, and iron, the same from any coast, moved by every crown's trade and no one's alone. The second number everyone watches fall or rise, beside the Glim.

The map & its places

TermMeaning
SeatA 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 / HoldfastYour city — the seat you rule from between marches.
The world mapThe 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 monsters or a rival squad.
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 SarnSarn's seat. Its Marches are forever mobilizing.
Bray ColtheColthe's seat, where the best steel and doctrine are bought and the factors move the rates.
Cindral MillsCindral's seat: saltpeter out of dead wells, powder out of the mills, firelock companies for hire.
The Embermere WellA shallow Well held by well-poachers who screen their heavy the way a squad screens its mender.
The FordwellA Well held by a mixed bandit-and-hedge band — a sellsword's line stiffened by a renegade friar and a hedge witch.
Ruins of VhalAn old vault guarded by a warden, a hollow acolyte, and a well-thing keeper — cleared once for its loot.
Redbrand CampA raider nest under the Redbrand boss — cleared, then held for its weekly take.
The Shield WallThe barracks memorial. It holds only the names of soldiers lost under the Last Writ — chosen, short, and heavy.

What you fight

TermMeaning
The monsters of the ReachThe wild's own things, clustered on the Glim. They don't fight in ranks or reason — they swarm, endure, and some are large enough that "kill it" is a plan. They gather in proportion to how hard a Well is drawn, and never touch a caravan carrying no Glim.
Well-thingThe stranger sort of monster — the ones that wear marks nobody carved, screen a heavy, break off a kill to mend a packmate, and never seem surprised by gunfire. Nothing about them reads as animal except the teeth.
Rival squadAnother crown's fighters at the same Well. No monster to blame afterward — and, against a live Tactician, no script either. Increasingly they carry powder.
The Last WritThe 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

TermMeaning
The collegium towersWizardry proper — a lettered, licensed art taught in the tower-schools of the seated crowns. Precise, expensive, and increasingly nervous about the mills.
The hedge-craftThe 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 lightWhat 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.
ClassA soldier's trade and stat mold — Fighter, Hunter, Cleric, Witch, and their senior forms. See the class reference.
PromotionRaising 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 / MarksmanThe three squad archetypes the game teaches first: the front-rank anchor, the cloister-trained healer, and the back-line shooter.

Doctrine & the Chronicle

TermMeaning
TacticianYou. 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 OrdersThe 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.
DoctrineThe whole of a soldier's — or a Tactician's — way of fighting; what the writs, together, add up to.
WritA single soldier's inscribed Standing Orders: numbered rules above, reactions below, read top to bottom.
RuleOne 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 / PrioritizeThe four condition kinds. Filters and Gates decide whether a rule fires; Prefers and Prioritizes decide whom it strikes first.
ReactionAn off-turn answer written on the writ — Cover, Parry, Brace, a counter, or a mend — paid in PP. See reactions & PP.
RiderAn effect that travels on a landed blow: a status like Poison or a stat wound like halved defense, each with its own chance.
The ChronicleThe 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.
ForetellingA true reading of a coming battle whose every writ is already sealed — bought in Glim that scales with how deep the squad marches.
Rehearsal chamberThe Chronicle's other mode: sparring your writ against a scouted dossier of an opponent still writing theirs. Informative, never a promise.
DossierA per-rival file of standing orders your scribes reconstruct from how the enemy moved — partial, sometimes stale, sometimes wrong. Reading it is gameplay.

The muster & the field

TermMeaning
The MusterThe raising of a squad: hiring, berths, and the send-off. Also the yard you deploy from.
SquadUp to six soldiers in the 2×3 line, marching under one banner.
FormationThe 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 protectionThe law that melee attacks cannot reach the back rank while any front-rank soldier stands. Ranged skills marked ignores row protection slip past it.
InitiativeThe measure of who acts first. The turn order it sets holds for the whole battle.
AP — Action PointsA 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 PointsThe reaction purse: never more than 4 per battle, spent one reaction at a time.
SkillA 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.
StatusA lasting condition on a soldier: Poison, Burn, Regen, Stun, Blind, or Guard Seal. See Statuses.
HoldingA turn spent standing ready, because no rule could fire: conditions failed, no valid target, or no AP to pay.
VerdictThe 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

TermMeaning
CrownsThe hold's common coin, for hiring and the mundane.
Grain / Timber / IronThe hold's three tradable stores, priced by the Reach's rates. What a hold cannot grow, it buys dear.
LeviesSoldiers for hire waiting at the muster yard, each with a class and a price. Idle levies still draw wages.
UpkeepThe weekly cost of a standing squad and hold — settled at each week's end against income.
Unrest / DevotionThe 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 / settlementThe seal that moves time forward. Each week applies one settlement — income minus upkeep minus wages — and posts the week's notices.
Expedition / marchThe one door into battle: a squad sent from the muster yard to a site on the world map, costing march-days out and back.
Veteran markA 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