Glossary¶
Core terms used across C5e. Entries link to the procedure or page where the term is defined in detail.
A¶
Abandoned. A lair occupancy state: the original lair occupants are long gone; no formations, no guardian features, sparse or no treasure. See Lair Encounters.
B¶
Basic Game Loop. The root cycle of play: Describe → Declare → Adjudicate. Many game procedures (travel, encounters, combat, faction turn) are this loop running at a different pace. See Basic Game Loop.
C¶
Citizen. A settled inhabitant of a domain who contributes to its economic and social structure. Not a soldier, nomad, or faction member.
Citizen Output. A domain's monthly gold income, equal to 1 gp per citizen. Spent on projects; does not accumulate. See Monthly Domain Refresh.
Controlled hex. A hex that a faction with active patrols enforces. The opposite of uncontrolled.
Core formation. The main fighting body of a faction. Defined per template; the default composition of a patrol.
D¶
DDA. Describe / Declare / Adjudicate. The three steps of the Basic Game Loop.
Diminished. A lair occupancy state: the faction has been reduced to a leader formation and a few followers. See Lair Encounters.
Distance. How far apart two parties are when first noticing each other. Step 1 of the Encounter Staging procedure.
Domain. A faction that holds at least one controlled hex and supports at least 100 citizens. Distinguished from a faction by the presence of citizens and the corresponding monthly economic refresh. See Monthly Domain Refresh.
E¶
Encounter check. A 1d20 roll made periodically during travel or exploration. A result of 18+ is positive, triggering Wilderness Encounters.
Encounter Staging. The procedure that sets the conditions of a known encounter — distance, grounds, reaction, surprise. See Encounter Staging.
Expedition. A group traveling together with a single leader and a recorded composition (units, mounts, vehicles). See Travel.
F¶
Faction. Any organized group of consequence: a cult, a tribe, a warband, a guild. A faction with controlled hexes and 100+ citizens becomes a domain.
Faction Action. One of the eight broad activities a DM-controlled faction takes during the Faction Turn: Strike, Build, Recruit, Scheme, Parley, Pursue, Discover, Disaster. See Faction Turns.
Faction Rating (FR). The strength tier of a faction, parallel to a creature's challenge rating. Set at faction creation and used to size encounters and resolve faction-turn rolls.
Faction Record Sheet (FRS). The fillable sheet recording a faction's composition, lair, treasure, and FR. Output of the Faction Generation system. See Faction Generation.
Faction Turn. The monthly procedure where each DM-controlled faction takes one broad action. See Faction Turns.
Forage check. A daily Wisdom (Survival) check during travel that feeds the expedition off the land. See Travel.
Formation. A defined assembly of creatures that act together in encounters. Templates define Core, Support, and Leader formations.
G¶
Goal. A one-line objective for a DM-controlled faction. Drives the "Pursue" result on the Faction Action menu.
Grounds. The terrain features between two encountering parties: cover, concealment, hazards, and so on. Step 2 of the Encounter Staging procedure.
H¶
Held. A lair occupancy state: the lair is in active use; full formations, features, and treasure per the template. See Lair Encounters.
Hex. A six-sided region on the campaign map, 6 miles wide, identified by terrain type and (if developed) faction or domain control.
L¶
Lair. A faction's physical seat. Generated by the faction template's lair step: areas, features, and environment.
Lair Area. A distinct space within a lair (entrance, common hall, sanctum, vault, etc.).
Lair Feature. A trap, alarm, hazard, guardian, defense, or secret placed within a lair area.
Lair occupancy. One of four states a sighted lair may be in: Abandoned, Squatted, Held, or Diminished. Determined by Step 2 of Lair Encounters.
Leader formation. The faction's most senior member or members.
M¶
Monthly Domain Refresh. The upkeep procedure where domains refresh citizen output, resource units, and food. See Monthly Domain Refresh.
N¶
Navigation check. A Wisdom (Survival) check made when entering a new terrain type during travel. See Travel.
P¶
Pace. The speed (in game time) at which a game procedure runs. Combat is the fastest pace; monthly turns are among the slowest.
Patrol. A faction's standard expeditionary force, encountered in a controlled hex on a 1d4 = 1 result. Composed of one Core formation from the controlling faction's template.
Project. Any organized domain effort requiring time, gold, and resources. Categorized by scale: Tiny (immediate), Small (1 week), Medium (1 month), Large (2 months).
R¶
Reaction. The initial attitude of an encountered party. Step 3 of the Encounter Staging procedure; resolved with a 2d6 roll.
Resource unit. A monthly extract from a tapped resource hex. Does not accumulate; expires at month's end if not consumed by a project.
S¶
Squatted. A lair occupancy state: a wild creature has moved into the empty lair. No formations or guardian features; treasure determined by the squatting creature. See Lair Encounters.
Stronghold. A faction's fortified lair. Used interchangeably with lair when the lair has substantial defenses.
Support formation. A specialized force within a faction (mages, scouts, agents, public-face NPCs). Defined per template.
Surprise. Determination of who notices whom first when an encounter begins. Step 4 of the Encounter Staging procedure.
T¶
Tapped resource. A hex resource the domain has invested in extracting via a medium project. Produces one resource unit per month.
Theme. The "subclass" of a faction template, determining flavor variants (e.g., Beast Master kobolds vs. Lava kobolds).
Travel. The procedure that moves an expedition across the map day by day. See Travel.
U¶
Uncontrolled hex. A hex not enforced by any faction's patrols. May contain wild creatures, lairs, or be open wilderness.