Glossary

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  • Activity: something your character does once a week that provides a mechanical benefit. The full list of activities is on the schedule.
  • Bequest: an item or items sent by a character or NPC to a character or NPC. Dealt with by the Office of Bequests. Doesn't require the sender to be dead, and is often sent to a category rather than a specific person, like "a Scott interested in Nebulism".
  • Consequences: negative effects, less severe than Wounds, that go away by the end of the event. A common result of Rites and other risky activities.
  • Fog: the fog that surrounds the village. Acts as a barrier to Ghosts. Can be manipulated through several activities, which have the umbrella term Nebulism.
  • Ghost: sort of like the soul. The metaphysical, timeless part of you. Can be modified using Rites.
  • Haruspicy: shuffling around relatives to change your family tree, usually for some benefit. See Haruspicy.
  • Mist: see Fog. The terms are completely interchangeable in the setting.
  • Nebulism: manipulating the fog around the village.
  • Poisons: small, round creatures with hazardous insides. See Poisons.
  • Relative: someone you're related to. Anyone you've fit into your family tree via Haruspicy is your relative; it's not just about your surname.
  • Rites: rituals carried out via art. The art must be drawn on Rite-paper using Pigments. Once done, it will produce a lasting effect, usually permanent. They often carry downsides.
  • Sharpening your Ghost: Performing Rites. The term exists because it's a good analogy: like sharpening something, you're changing your Ghost by removing bits, and if you do it too much, the whole thing will become brittle.
  • Wounds: severe negative effects. You heal one wound per week naturally, but other ways to remove them are few and far between. By default, characters can survive 3 at a time, and die if they receive a fourth.