The canonical home for every Lore term in Pilgrimage. Equipment, abilities, and Origins all resolve their definitions here; other sections link to this glossary rather than restating it. Parametric terms (e.g. Aim (X)) are alphabetised by their keyword. Terms marked (Origin) are the unique Oathband origins from Sing of Their Deeds.
- Activate (X) — 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.
- Aim (X) — Aim is modified by X.
- Aimed — This weapon cannot be fired if the wielder has moved this Act.
- Assault Ward (X) — Improves Ward from Assault Deeds by X.
- Blade Master — Denies a foe’s Group Assault bonus.
- Blooded (Origin) — Every member gains +1 Might on Assault Deeds when Wounded or Knocked Down.
- Born Leader — When this Character is the Leader, allies within 6” may use their Valour for any check that calls upon it.
- Branded (Origin) — Every member may reroll a single die when making a Panic check. Must accept the second result.
- Bulwark — All Fire Deeds directed against allies within 1” are automatically directed against this character instead.
- Call to Valour — When this item is activated, every allied Character within 12” who is Shaken immediately recovers, and every Panicked ally becomes Shaken.
- Consumable (X) — This item may be used X times per Trial. Spent uses are restored before the next Trial.
- Damage (X) — Damage dealt is modified by X.
- Dash — Once per Trial, a Move Deed may be taken freely.
- Deploy — 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 — 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.
- Dispossession (Origin) — Every member begins each Battle with +1 to their starting Deed total, on their first Act only.
- Engaged — A Character within 1” of a Foe is Engaged, and may not move except by winning an Assault, unless a rule states otherwise.
- Faithful (Origin) — Choose 4 Blessings before each Battle instead of 3.
- Far-Ranging (Origin) — All members ignore the Moving Target penalty on Fire Deeds. When firing at a target beyond 12”, gain +1 Aim.
- Fated — Once per Trial, reroll one die. Must accept the second result.
- Fell-Handed — +1 Might on Assault Deeds when the only allied character in base contact with the target.
- Flight — May move out of an Assault freely and is never considered Engaged.
- Fling — When winning an Assault, may push the opponent up to 4” rather than 2”.
- Ghost — May deploy, before the start of a Trial, anywhere on the board, provided not within 12” of an enemy.
- Guardian — 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.
- Hammerhand — Always counts as carrying a Hand Weapon, even when unarmed.
- Healer — Once per Trial, spend a Use Deed to restore 3 Endurance or remove one Status from an allied Character in base contact.
- Hearthguard (Origin) — 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.
- Knockdown (X) — Inflicts the Knocked Down effect when X damage is dealt.
- Light (X”) — Figures within X” of this light source may not be Shrouded.
- Longsuffering — Once per Trial, when this character takes damage that would cause the Knocked Down status, ignore it.
- Off-Hand — 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.
- Outriders (Origin) — Add +1 to the Oathband’s Initiative roll each Turn. All members gain +1 Pace on their first Move Deed each Turn.
- Pace (X) — Pace is modified by X.
- Parry — Once per Trial, deny all damage from one Assault or Fire Deed. Declare before dice are rolled.
- Precision — +1 damage against rivals without the Tired status.
- Quick — Fire Deeds with this weapon are not impacted by Moving Target roll modifiers.
- Quick Draw — Once per Trial, a Fire Deed does not end the Act.
- Range (X”) — Enables the Fire Deed when the target is X” away or less.
- Reach (X”) — 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 — +1 Might and −1 Ward in Assault.
- Restore (X) — Spend a Use Deed: this Character, or an allied Character within 1”, regains X Endurance, up to their starting value.
- Reveal — 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.
- Scrambler — Climb Deed costs 1 and has no limit per Act.
- Sharpshooter — Ignore Cover penalties on Fire Deeds.
- Sight (X”) — Reduce the Sight of Foes looking at this Character by X.
- Skirmisher — Ignores penalties from Difficult Ground.
- Songsworn (Origin) — The Oathband may swear one additional Vow before each Battle. Vow slot limit increased by 1 permanently.
- Spotter — Allied Characters within 3” may use this Character’s Sight for Fire Deeds.
- Stalker — May target Hidden characters with Fire Deeds as normal.
- Starsight — Extend the character’s Sight by +3” on top of the Trial’s default.
- Steadfast — This character cannot be pushed or moved involuntarily by any means.
- Stonewill — When this Character fails their first Panic check of the Trial, ignore it.
- Survivors (Origin) — 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 — Improve Pace by +1.
- Take Courage — If an allied Character can see whatever bears this Lore, they gain Advantage on Valour checks.
- Throw — This item can be thrown up to 3” + Might. If an item has been Activated, its effects persist after being thrown.
- Tough — +1 Ward on top of equipped Armour Ward bonus.
- Two Handed — This item takes up both weapon slots and blocks the use of items with the Off-Hand Lore term.
- Unseen (Origin) — When determining whether a character is Shrouded, reduce the Sight of their attacker by 3”. Any member deploying in Cover may begin Hidden.
- Wanderers (Origin) — Every member treats Difficult Ground as normal ground for Move Deeds, including boggy ground and rubble.
- Ward (X) — Ward is modified by X.
- Warrior — No Pace penalty for wearing Armour.
- Wild Children (Origin) — Every member gains +1 Valour when in Difficult Terrain.
- Worn — This item does not take up an Equipment slot.