| worlorn glossary you said what!?!? |
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concordance: An alphabetical index of all the words in a text or corpus of texts, showing every contextual occurrence of a word: for example, a concordance of Shakespeares works. Not bloody likely. How about a glossary? |
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| a b c d e f g h i j k l m n o p q r s t u v w x y z | ||||||||||
| a | ||||||||||
| aquaestor - lit: created by the imagination and sustained by concentration of thought (from Gene Wolfes Shadow of the Torturer series). in common use: the non-name level dreamer. colloq: any inspired creature without a true name. | ||||||||||
| b | ||||||||||
| Billykins World - this is the in-game name for a defunct D&D world run by a genius named William Dawkins Sr., also known as Standing Bear. The planes of Knock, Compass Mountain, and Llabyrinth are campaigns within Billykins World. relevant because some Worlorn characters came from Billykins World. | ||||||||||
| bonze - monk character class. | ||||||||||
| brown sheet - a special character sheet earned in Hissarlik dungeon. represents a status where the character personality is so well-defined that the character sheet is effectively laminated, all abilities locked in place, immutable, regardless of future adventures. for characters who no longer interested in gaining experience points. may be given up at any time, but the decision is available only to the character on the sheet. | ||||||||||
| c | ||||||||||
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carded magic items - in the Cycle of Dreams certain PCs appeared to obtain magic
items that were not granted on adventures with mark-DM. soon aferwards, all magic items
were represented on 3x5 index cards from mark-DMs wierd Commodore-64 dot matrix
printer. possession is 10-10ths of the law for carded items. if you leave one behind
and another player finds it, tough.
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character dice - in the Cycle of Dreams, when a character acts consistently within
a known personality, and the player has a set of dice that are associated only with that
personality, the character is sometimes granted the ability to set those character dice
instead of rolling them randomly. consistent personalities are rewarded by not being
inconvenienced by random events.
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| circumstances - Billykins equivalent to tough. see below. | ||||||||||
| Compact - the portion of the rules (re)writable by in-game characters. Each Cycle of Worlorn has a different book; Comedy has the Rules of the Game; History has the Ardouin Grimoire (a commercial gaming system), Dreams has the Book of Ells (Ls or laws, for those of you who care), and the Cycle of Dance has the Book of the New Day. Astronomys book is lost. | ||||||||||
| Courts of Chaos - this is the in-game name for a probably still-thriving D&D world run by a gentleman named Phillip Partridge. relevant because some Worlorn characters came from the Courts of Chaos. | ||||||||||
| coven - druid who has been properly initiated into an official Worlorn druid group. also: a group acknowledged by the Great Druid, led by seven female and seven male name-level druids. | ||||||||||
| Crossing-in-the-Mist - in-game name for an adventure or time period where PCs are active (from Ursula LeGuins Lathe of Heaven). presumes Worlorn magic exists that can detect whether iahklu are active or not. more than one Crossing-in-the-Mist can happen during one game session, but rarely does one Crossing-in-the-Mist occur over more than one gaming session. | ||||||||||
| d | ||||||||||
| d-state - in-game name for a PC Crossing-in-the-Mist requiring dice. presumes Worlorn magic exists that can detect whether iahklu activity is fulfilling probabilities. see also s-state. | ||||||||||
| dance - in the Cycle of Dance the muse Terpsichore granted experience points in the gaming system of TSR Second Edition Dungeons and Dragons and ICE RoleMaster. this unprecedented duality is one of the mysteries for characters to explore within the game. theoretically all us sentient dragons are dancing up stories in a cave somewhere, and our powerful dances generate our characters to live out the dance-stories as their reality. | ||||||||||
| dm also dungeon master- the player who controls the NPCs and develops the story (me). a handful of PCs have powers that allow them to be called Assistant Dungeon Masters, but this is inaccurate. technically a character within the game can be only an assistant games authority. | ||||||||||
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dreams - in the Cycle of Dreams the muse Klinure granted experience points in the gaming
system of TSR First Edition Dungeons and Dragons. theoretically all us sentient dragons
are dreaming in a cave somewhere, and the powerful dreams generate our characters to live
out the dream-stories as their reality.
dream knowledge - the DM encourages players with multiple characters to share information between them. i always hated having to ask myself, "was Troy on that adventure or Remo or Xcalis? who was it that already knows that this NPC is a con man setting a trap?" |
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| e | ||||||||||
| er per-henne - lit: reinforcement (from Ursula LeGuins Lathe of Heaven). in common useage, non-player character (NPC). pronunciation: air per annum. | ||||||||||
| f | ||||||||||
| franectireur - lit: freelance. usually indicates a person attempting to be a free agent in a profession that requires union or guild membership. | ||||||||||
| g | ||||||||||
| game force - a thing, or event, or power that is controllable by characters within the game. a game force may be magic or natural, and it may not be intutively obvious that something is a game force. it is common legend that everything within the game is possible to affect with the proper iahklu. there are some game forces that no er-perhenne may master. | ||||||||||
| Game of Blood and Dust - a semi mythical in-game force that accounts for players who want to run PCs from a gaming system other than the current campaign. (from the short story of the same name by Roger Zelazny.) agents of Blood support the current system and agents of Dust support any other system. | ||||||||||
| games authority - a personality within the game, usually NPC, who has the ability to (re)write the rules. historically this personality gains the power through the use of a magic item such as the Maker of Rules, the Jewel of Judgement, or the compact. | ||||||||||
| h | ||||||||||
| history - in the Cycle of History the muse Clio granted experience points in the gaming system of Fantasy Trip, a late 1970s precursor to Steve Jacksons GURPs system. | ||||||||||
| i | ||||||||||
| iahklu - lit: candidate (from Ursula LeGuins Lathe of Heaven). common usage: player character. one who shapes the world with his dreams. | ||||||||||
| inspiration - experience points. only creatures inspired by a muse can gain experience points in Worlorn. | ||||||||||
| j | ||||||||||
| k | ||||||||||
| l | ||||||||||
| Lemuria - this is the in-game name for a D&D world run by a gentleman named Tim Hyatt. relevant because some Worlorn characters came from Lemuria. | ||||||||||
| m | ||||||||||
| Maleficent - the NPC of sentient Tloluvin. an Assistant Games Authority in charge of Hissarlik when Davers Assistant DM character is not available. to say the name Maleficent while Crossing-in-the-Mist is the Second Worst Thing You Can Do. from Disneys Sleeping Beauty. for sure watch out what you say when mark-DM is wearing his Maleficent lapel pin. | ||||||||||
| mark-dm - me. mark, your dungeon master. the term mark-dm is used by me to indicate that a player is confirming rules, and your PC is not receiving information from a potentially-opinionated NPC. Who are you asking? is my most common indication that your question is not a rule clarification, but rather a mystery for your PC to resolve in play. | ||||||||||
| n | ||||||||||
| name level - the level in first edition D&D where the level title no longer changes with each level earned. a character who reaches name level is guaranteed to have a True Name. | ||||||||||
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nightmare - lit: bad dream. this is a character run by a sentient
who is not the original creator of that character. for example, an evil er-perhenne
made an artifact called The Maker of Nightmares, which makes a photocopy of a PC character
sheet to be run as a NPC. while nightmares are similar to clones, nightmares are
usually worse. they dont want to kill you, they want to do what you do better than
your PC. common jokes about nightmares include "I can run your character better than you
can."
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| No Matter What - what mark-DM says when he sees no possibility of failure. this is the opposite of Not Bloody Likely. | ||||||||||
| nostoi - lit: one who has returned (Greek?). a character who has earned a brown sheet in the Hissarlik dungeon. | ||||||||||
| Not Bloody Likely - what mark-DM says when he sees no possibility of an occurrence, but no game force has made it guaranteed entirely impossible. this is the opposite of No Matter What. | ||||||||||
| o | ||||||||||
| original character - the first character you generate within Worlorn is special. keep it alive and this PC will go far. | ||||||||||
| p | ||||||||||
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Pattern, the - a game force that demands its magic prevail within all locations
it can reach (from Roger Zelaznys Chronicles of Amber series). a real stinker
for rules and order. rumored to be a Trojan artifact.
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| personality - this is the individuality of a character. some personalities change bodies and minds and incarnations, so only the personality is consistent. the DM generally dislikes situations/scenarios where the player is forced to change the PC personality, such as helms of opposite alignment. however, when you eventually find scenarios where your character must state an alignment, you better know exactly what your character is committing to. | ||||||||||
| place of power - a fixed location, one mile in radius per level, where a character earns the right to set down dice and otherwise treat all within the radius as within range of all of that characters earned game abilities. the character is not able to write the rules within the pop radius; rather instead, within the pop radius, the character is able to do perfectly what that character can already do. a place of power is gained through a mystery of the game. see also turf. | ||||||||||
| q | ||||||||||
| r | ||||||||||
| s | ||||||||||
| s-state - in-game name for a PC Crossing-in-the-Mist requiring speech only, no dice. presumes Worlorn magic exists that can detect whether iahklu activity is fulfilling probabilities. see also d-state. | ||||||||||
| sentient - this is the player (you!) as a game force behind a character. there are ways the player can impact the character, and vice versa. there are twenty NPC sentients run by mark-DM, each of whom share dreams between their characters just as you players with multiple characters are encouraged to share dream knowledge between your characters. One notable game force that affects sentients is the nightmare. | ||||||||||
| shearjashub - lit: a remnant has returned (Hebrew?). traditionally this is the character who comes back from the Dung Pits after dying in ones own place of power. commonplace usage includes any character who claims without proof to be a dead character returned. | ||||||||||
| smurf - a character with all D&D statistics at 18. any character in Worlorn with all statistics at 18 becomes a small blue creature with no game actions. going over 18s is not dangerous; D&D rules account for that in many places. all stats being exactly at 18 is just silly, and therefore treated likewise. | ||||||||||
| swefen - lit: significant dream (old English). Name-level character, or non-name level character with a true name. Someone who is important enough to have existence in all shadows and all planes. | ||||||||||
| t | ||||||||||
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Tloluvin - a NPC sentient that was perfectly imprisoned but recently released
on a player character adventure into the Cycle of Dance. Time Was, Tloluvin had
been incapacitated and was not able to accompany adventures. too bad that time aint
now.
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| tough - what mark-DM says when you are unaware of, dont understand, or disagree with a Worlorn rule that prevents you from accomplishing what you want to do. it translates roughly to: if you dont like it, find out why it is so; maybe you can change circumstances, but youre screwed in this place and this time. | ||||||||||
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turf - from Billykins World. in the Cycle of Dreams turf meant a location where
an outworld character had created a gateway back to his old D&D campaign. the turf
was a foyer between campaigns with rules by the character and not completely by the DM
of either world. only characters who had earned a place of godlike powers ever found
turf-gateways, and then only after creating an undeniable resonance of similar power
between both DMs campaigns. see also place of power.
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| u | ||||||||||
| uhian - the race a human becomes when one or more D&D statistic rises above 18. all humans who have one or more stat of 19 or higher are uhian, regardless of the birth race. uhian statistics are said to be possible because of faerie bloodlines. also known as ubermensch. (from Masters of Solitude by Parke Godwin and Marvin Kaye). | ||||||||||
| v | ||||||||||
| w | ||||||||||
| wathan - this is the essence of the character that carries inspiration. characters change bodies and minds and incarnations, but the wathan is the consistent essence, the soul, the immortal spirit, the ki of a character that earns experience points. from Ursula LeGuins Lathe of Heaven (i think). while your character may lose its soul, if your character gains experience points, it must have a wathan. | ||||||||||
| weirmoniken - lit: dark things from shadow (from Roger Zelaznys Chronicles of Amber). outworld character, character generated in another DMs D&D campaign. | ||||||||||
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Worlorn - the planet which most player character activity occurs.
common usage has Worlorn as mark-dms D&D campaign, but technically
Worlorn is one particular asteroid passing near a red giant star with six white
dwarf satellites (from in George R.R. Martins Dying of the Light).
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| wu hsin - lit: empty heart (Chinese). the stone that forms when inspiration is consumed by a morganti weapon. rumored to be the feces of the morganti id. | ||||||||||
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| this page copyright © 19971998 mark gilbert gadzikowski all rights reserved |