Pilgrimage: Skirmish
Glossary
Every defined term, A–Z — the core game vocabulary and the Lore keywords in
one place. Each entry has its own anchor, so any term can be linked directly
(e.g. /glossary#group-assault). 124 terms.
A
- Act Core
- A character's activation: up to 3 Deeds in any order; the character is then marked Tired. (→ Deployment & Turn Structure)
- Activate (X) Lore
- This item's effect must be roused by spending X Deeds. Once activated it remains in effect for the rest of the Trial unless stated otherwise.
- Advantage / Disadvantage Core
- Roll two D12 and take the higher / the lower; both at once cancel. (→ Core Concepts)
- Aim (A) Core
- [0] Bonus to Fire Deeds. (Also a Deed, cost 2, granting Advantage on a Fire Deed.) (→ Recruitment; Deeds)
- Aim (X) Lore
- Aim is modified by X.
- Aimed Lore
- This weapon cannot be fired if the wielder has moved this Act.
- Assault Core
- Close combat within 1". Both roll D12 + Might; the winner deals damage equal to the margin (less the loser's Ward), then may push 2" to break off or fight on. (→ Close Combat)
- Assault Ward (X) Lore
- Improves Ward from Assault Deeds by X.
B
- Blade Master Lore
- Denies a foe's Group Assault bonus.
- Blessing Core
- A one-use act of divine aid; choose up to 3 before a Trial, each spent after use. The eight: Lanhesir's Lantern, Wyrsel's Turn, Auruin's Stroke, Maelis's Calm, Enlaith's Shelter, Cuthelir's Step, Brael's Mercy, Coluin's Voice. (→ Blessings)
- Blooded Origin Lore
- Every member gains +1 Might on Assault Deeds when Wounded or Knocked Down.
- Born Leader Lore
- When this Character is the Leader, allies within 6" may use their Valour for any check that calls upon it.
- Branded Origin Lore
- Every member may reroll a single die when making a Panic check. Must accept the second result.
- Bulwark Lore
- All Fire Deeds directed against allies within 1" are automatically directed against this character instead.
C
- Call to Valour Lore
- When this item is activated, every allied Character within 12" who is Shaken immediately recovers, and every Panicked ally becomes Shaken.
- Character Core
- Any miniature in the game, whichever side; a basic character costs 50 Supplies. (→ Core Concepts; Recruitment)
- Charge Core
- Causing an Assault during your Act grants +1 Might. (→ Close Combat)
- Check Core
- The core resolution: D12 + modifier; 7+ succeeds (a different threshold is written out, e.g. "9+"). Each +1 shifts success by ~8%. (→ Core Concepts)
- Climb Core
- A Deed (cost 2) that moves a character 3" vertically. (→ Deeds)
- Close Fire Core
- A Fire Deed at a target within 6" gains Advantage. (→ Ranged Combat)
- Consumable (X) Lore
- This item may be used X times per Trial. Spent uses are restored before the next Trial.
- Cover Core
- Terrain that obscures a target from the shooter; Fire against a character in Cover suffers −2 Aim, judged from the shooter's position. (→ The Ground Itself)
- Crossing Core
- A Trial archetype: reach a point or get through. (→ The Crossing)
- Crowded Target Core
- Firing at a Foe within 1" of another character randomly determines who is hit. (→ Ranged Combat)
D
- Damage (X) Lore
- Damage dealt is modified by X.
- Dash Lore
- Once per Trial, a Move Deed may be taken freely.
- Deed Core
- One action within an Act. Standard Deeds: Move, Assault, Fire, Aim, Climb, Guard, Hide, Stand, Use. Some cost more than one Deed. (→ Deeds)
- Deploy Lore
- This item must be set in place before it can be used: spend a Use Deed to fix it to a terrain feature the Character is in base contact with. It remains there for the rest of the Trial.
- Descend Lore
- While this item is Deployed, any Character may move down the vertical surface it is fixed to as part of an ordinary Move Deed, counting inches descended as inches moved. They take no falling damage.
- Difficult Ground Core
- Terrain that cannot be strided freely (bog, rubble, briar, scree, standing water); a Move Deed starting in, ending in, or crossing it costs +1 Deed (distance is normal). (→ The Ground Itself)
- Dispossession Origin Lore
- Every member begins each Battle with +1 to their starting Deed total, on their first Act only.
- Doom Core
- The campaign's rising peril; it only ever increases. (→ Campaign)
E
- Endurance (E) Core
- [6] Damage a character can take before going Out of Action. (→ Recruitment)
- Engaged CoreLore
- A Character within 1" of a Foe is Engaged, and may not move except by winning an Assault, unless a rule states otherwise.
F
- Faithful Origin Lore
- Choose 4 Blessings before each Battle instead of 3.
- Falling Core
- A drop of 3" or less is safe; a longer fall deals direct damage equal to inches fallen − 3, ignores Ward, and leaves the character Knocked Down. (→ The Ground Itself)
- Far-Ranging Origin Lore
- All members ignore the Moving Target penalty on Fire Deeds. When firing at a target beyond 12", gain +1 Aim.
- Fated Lore
- Once per Trial, reroll one die. Must accept the second result.
- Fell-Handed Lore
- +1 Might on Assault Deeds when the only allied character in base contact with the target.
- Fire Core
- Ranged attack: attacker rolls D12 + Aim, defender D12 + Might; the attacker deals the margin as damage if they win. (→ Ranged Combat)
- Flight Lore
- May move out of an Assault freely and is never considered Engaged.
- Fling Lore
- When winning an Assault, may push the opponent up to 4" rather than 2".
- Foe Core
- An opponent character. (→ Core Concepts)
G
- Ghost Lore
- May deploy, before the start of a Trial, anywhere on the board, provided not within 12" of an enemy.
- Group Assault Core
- +1 Might for each ally in base contact with the same Foe and not engaged elsewhere. (→ Close Combat)
- Guard Core
- A Deed that ends the Act and grants +1 Ward until the character's next Act. (→ Deeds)
- Guardian Lore
- Once per Trial, when an allied character within 6" has an opponent move into Assault range, this character may immediately spend up to three Deeds to intercept them, and begin an Assault if it has a Deed available once in base contact. Cannot use if Tired.
H
- Hallowed Core
- A volatile, Oathband-level signed stat. (→ Campaign)
- Hammerhand Lore
- Always counts as carrying a Hand Weapon, even when unarmed.
- Healer Lore
- Once per Trial, spend a Use Deed to restore 3 Endurance or remove one Status from an allied Character in base contact.
- Hearthguard Origin Lore
- Once a Turn, if an allied character takes damage, you may transfer up to 2 points of that damage to an allied character within 3" that has this Lore term.
- High Ground Core
- Attacking or defending from more than 2" above a Foe grants +1 Might and +1 Aim on that Deed. (→ Ranged Combat)
I
- Infirm Core
- Applied outside a Trial: −2 Endurance until the next Trial. (→ Effects)
- Initiative Core
- Rolled each Turn: D12 + the highest Valour on your side; the winner activates first. (→ Deployment & Turn Structure)
K
- Knockdown (X) Lore
- Inflicts the Knocked Down effect when X damage is dealt.
- Knocked Down Core
- From taking 4+ damage in one attack: must spend a Stand Deed before acting, and −1 Might while down. (→ Effects)
L
- Leader Core
- The Oathband member with the highest Valour; allies within 3" may use the Leader's Valour for any check that calls on it. (→ Deployment & Turn Structure)
- Light (X") Lore
- Figures within X" of this light source may not be Shrouded.
- Light source Core
- Removes Shroud within its radius; figures inside cannot be Shrouded and are visible to all (the Lore term Light (X")). (→ Sight, Shroud & Light)
- Longsuffering Lore
- Once per Trial, when this character takes damage that would cause the Knocked Down status, ignore it.
M
- Might (M) Core
- [0] Bonus to Assault, and to defence against Fire. (→ Recruitment)
- Move Deed Core
- Moves 3" + Pace on the first of an Act, 3" on later ones (floor 0"); costs +1 Deed through Difficult Ground. (→ Deeds)
- Moving Target Core
- −1 Aim per Move Deed taken by the firer or the target this Turn. (→ Ranged Combat)
N
- Non-Pilgrim character Core
- A figure decidedly not yours; sometimes named by faction (e.g. Shadow character). (→ Core Concepts)
O
- Oathband Core
- The group of characters a player commands, built from 600 Supplies. Advancement and identity belong to the Oathband, not its members. (→ Recruitment; Core Concepts)
- Off-Hand Lore
- This item is borne in the off hand. A Character may carry only one Off-Hand item, and may not use it while wielding a Two Handed weapon.
- Origin Core
- An Oathband's unique founding trait, from Sing of Their Deeds; the specific traits are listed as (Origin) entries in Lore Definitions. (→ Sing of Their Deeds; Lore Definitions)
- Out of Action (OOA) Core
- Endurance below 0; removed from the board, fate resolved in the Aftermath. (→ Effects; Core Concepts)
- Outriders Origin Lore
- Add +1 to the Oathband's Initiative roll each Turn. All members gain +1 Pace on their first Move Deed each Turn.
P
- Pace (P) Core
- [0] Adds +1" per point to the first Move Deed of an Act only. (→ Recruitment; Deeds)
- Pace (X) Lore
- Pace is modified by X.
- Panic check Core
- Triggered once a side has lost half its starting number (rounded up) to OOA: D12 + Valour − allies lost this Trial; 7+ passes. (→ Panic)
- Panicked Core
- From failing a second Panic check: spends Deeds fleeing to the nearest board edge (leaving the board counts as OOA). (→ Panic; Effects)
- Parry Lore
- Once per Trial, deny all damage from one Assault or Fire Deed. Declare before dice are rolled.
- Pilgrim Core
- A character in your Oathband. (→ Core Concepts)
- Precision Lore
- +1 damage against rivals without the Tired status.
Q
- Quick Lore
- Fire Deeds with this weapon are not impacted by Moving Target roll modifiers.
- Quick Draw Lore
- Once per Trial, a Fire Deed does not end the Act.
R
- Range (X") Lore
- Enables the Fire Deed when the target is X" away or less.
- Reach Core
- A weapon trait allowing Assault from beyond base contact; full rule in Lore Definitions. (→ Lore Definitions)
- Reach (X") Lore
- Enables Assault Deeds from a distance of 1+X". If the Attacker loses the Assault they receive no damage, unless their Defender is close enough to deal it with their own weapons (1" + the X" Reach of any weapons).
- Reckless Lore
- +1 Might and −1 Ward in Assault.
- Reckoning Core
- A Trial archetype: confront or defeat. (→ The Reckoning)
- Renown / Legacy Core
- Campaign progression currencies. (→ Campaign)
- Restore (X) Lore
- Spend a Use Deed: this Character, or an allied Character within 1", regains X Endurance, up to their starting value.
- Reveal Lore
- Using this item declares the user to all. They immediately lose the Hidden status and may not become Hidden or count as Shrouded until the start of their next Act.
S
- Scrambler Lore
- Climb Deed costs 1 and has no limit per Act.
- Shaken Core
- From failing a Panic check: −1 Might and −1 Aim on the next Act; checks each Act to recover. (→ Panic; Effects)
- Sharpshooter Lore
- Ignore Cover penalties on Fire Deeds.
- Shrouded Core
- Beyond a Foe's Sight; attacks against a Shrouded character suffer −2 Might and −2 Aim. (→ Effects; Sight, Shroud & Light)
- Sight Core
- Not a character stat: the distance characters can see in a Trial, set by the season / light / weather tables (0"–24"). A character beyond another's Sight is Shrouded. (→ Sight, Shroud & Light)
- Sight (X") Lore
- Reduce the Sight of Foes looking at this Character by X.
- Skirmisher Lore
- Ignores penalties from Difficult Ground.
- Song Core
- A thematic category of Vows (e.g. Song of Might, Song of Vigil). (→ Songs & Vows)
- Songsworn Origin Lore
- The Oathband may swear one additional Vow before each Battle. Vow slot limit increased by 1 permanently.
- Spotter Lore
- Allied Characters within 3" may use this Character's Sight for Fire Deeds.
- Staggered Core
- Not a base status: on the Heights road, failing a Pace check on vertical terrain leaves a character Staggered and ends the Move. (→ Campaign / Heights)
- Stalker Lore
- May target Hidden characters with Fire Deeds as normal.
- Starsight Lore
- Extend the character's Sight by +3" on top of the Trial's default.
- Steadfast Lore
- This character cannot be pushed or moved involuntarily by any means.
- Stonewill Lore
- When this Character fails their first Panic check of the Trial, ignore it.
- Supplies Core
- The point-buy currency for building an Oathband: 600 total, spent on characters (50 each), then abilities and equipment. (→ Recruitment)
- Survivors Origin Lore
- Once per Battle, when a member would be taken OOA by a single hit, roll D12. On 8+ they survive with 1 Endurance remaining, and are immediately Knocked Down.
- Swift Lore
- Improve Pace by +1.
T
- Take Courage Lore
- If an allied Character can see whatever bears this Lore, they gain Advantage on Valour checks.
- Throw Lore
- This item can be thrown up to 3" + Might. If an item has been Activated, its effects persist after being thrown.
- Tired Core
- Marks a character that has completed its Act this Turn; it cannot Act again until every character is Tired and a new Turn begins. (→ Deployment & Turn Structure; Effects)
- Tough Lore
- +1 Ward on top of equipped Armour Ward bonus.
- Trial Core
- A single battle. The three archetypes are the Crossing, the Vigil, and the Reckoning. A Major Trial is a weightier engagement, referenced by some Vows. (→ Book of Trials)
- Turn Core
- One round: roll Initiative, then sides alternate activating one character at a time until all are Tired; then Tired clears and a new Turn begins. (→ Deployment & Turn Structure)
- Two Handed Lore
- This item takes up both weapon slots and blocks the use of items with the Off-Hand Lore term.
U
- Unseen Origin Lore
- When determining whether a character is Shrouded, reduce the Sight of their attacker by 3". Any member deploying in Cover may begin Hidden.
V
- Valour (V) Core
- [0] Bonus to Panic checks; also sets Initiative and who leads. (→ Recruitment)
- Vigil Core
- A Trial archetype: hold ground or endure. (→ The Vigil)
- Vow Core
- A sworn objective with a completion count (shown in brackets) that grants a reward when fulfilled; up to 3 sworn per Trial, progress persists across Trials, and rewards are distributed once 5 unique Vows are complete. (→ Songs & Vows)
W
- Wanderers Origin Lore
- Every member treats Difficult Ground as normal ground for Move Deeds, including boggy ground and rubble.
- Ward (W) Core
- [0] Damage reduction, subtracted from incoming damage; raised by armour and some Lore. (→ Recruitment)
- Ward (X) Lore
- Ward is modified by X.
- Warrior Lore
- No Pace penalty for wearing Armour.
- Waymark Core
- A site placed on the board (D12÷2+1 of them, at least 9" apart); a character within 1" may spend a Deed to roll for a result — Supplies, Vow progress, or a setback. (→ Waymarks)
- Wild Children Origin Lore
- Every member gains +1 Valour when in Difficult Terrain.
- Worn Lore
- This item does not take up an Equipment slot.
- Wounded Core
- After losing 4 cumulative Endurance: −1 Pace, −1 Might, −1 Aim until the next Trial. (→ Effects)