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Glossary

Aether
The third resource, condensed from the air. Pays for marches. See Resources.
Artisans, masters, commoners
The three ranks of a stronghold's population. They unlock the art slots.
Banner
One host away from home. The number of banners limits how many hosts you can have out at once.
Calling
A lord's path: Guildmaster, Warlord or Wayfarer. Orders can have a calling too.
Cartography
The lore that opens new sites, hold slots and quest slots.
Charter
A world's settings: speeds, spoils, toggles. See World charter.
Clash
One round of a battle. A battle has up to six.
Counsellor
A specialist retained for 7 days with Fateshards. See Counsellors.
Dormant
A lord with no activity for 7 days. See Dormancy.
Drive
How a unit travels: on foot and wheel, mounted, or along the ley roads. Each has its own speed lore.
Fateshards
The premium currency, owned by the lord. See Fateshards.
Favour, standing
Your relationship with a kindred, won by envoys. Standing boosts that kindred's arts.
Fledgling
A lord under 50,000 renown, protected from much stronger lords.
Flurry
A unit's chance to strike again at certain targets. See Flurry.
Fortitude
How much damage a piece takes before falling: a tenth of its iron and runestone cost.
Hold
Any stronghold you settled after your Seat.
Honour
Earned in fair fights and lost picking on the weak. Brings titles; outlaws can be fully plundered.
Host
A group of units sent on a mission.
Hounding
Assaulting the same active stronghold over and over; limited to six assaults in 24 hours.
Kindred
The people living in a stronghold: Humans, Dwarves, Gnomes or Elves. See Kindreds.
Load
How much a unit carries.
Lore
Realm-wide knowledge studied in the Mage Tower. See Lore.
Mana
The power that drives the mines; a rate, not a stock.
Might
The damage of one blow.
Mettle
A unit's iron plus runestone cost, the basis of its fortitude and quest points.
Muster
Raising units and fortifications in the Muster Hall.
Oathbreaker
A fledgling who attacked a far stronger lord; loses fledgling protection for 7 days.
Order
An alliance of lords. See Orders.
Pace
How hard a host marches, from 10% to 100%. Faster pace, more aether.
Plot
The space one building level takes in a stronghold.
Plunder
Resources taken by the victor of an assault.
Relic
Brought back by envoys; spent to choose kindred arts.
Renown
1 point per 1,000 resources invested. See Renown.
Rout
A badly damaged piece breaking and falling in battle.
Sanctuary
A pause of at least 48 hours during which nobody can attack you and your realm stands still.
Seat
Your first stronghold. It cannot be abandoned.
Site
One of the sixteen places in a province. Sites 1 to 15 hold strongholds; site 16 is the Wilds.
Skyhold
A floating isle risen from battle above a stronghold. See Skyholds.
Span
A Skyhold's width in paces; sets its plots and how hard it is to sunder.
Spoils field
What destroyed units leave behind, collected by salvage.
Sunder
Bringing down a Skyhold with War Colossi.
Throttle
How hard a producer runs, from 0% to 100%.
Tithe
The small income every stronghold receives even without mines.
Ward
A shield restored every clash that absorbs blows before fortitude.
War Council
A combined assault by up to five lords that arrives all at once.
The Wilds
Site 16 of every province, where quests go.