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.