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Board and components explained

Glossary
  • 1d6: acronym for a six-sided die
  • Accidents mishaps that the PCs can suffer when traversing certain types of terrain, due to tripping, slipping or falling. They are given when a 6 is obtained on the Event Roll.
  • Threats (Amz): opposite concept to treasure. It refers to mobile elements that can constitute a danger to the character who finds them. They can be poisonous plants, hostile characters, natural or magical predators, etc.
  • Activated Animals (AnAc): animals that entered the game either because some PC found them in their Event Roll or because the Round Table makes them enter the game.
  • Friendly Animals (AnAm): animals that can help the players, either as mounts or as assistants fulfilling requests made to them (such as asking them to rearrange a certain Eido to rescue a PC in danger, attack an NPC or collect some valuable item). Friendly Animals can be Natural or Magical.
  • Hostile Animals (AnHs): animals that can attack a certain PC. They can be Natural or Magical
  • Magic Animals (AnMx): animals inspired by Galician folklore. They can be Friendly or Hostile.
  • Natural Animals (AnNa): the animals of the real world, that is, the fauna that inhabits the Atlantic Islands of Galicia as we know them: birds (marine, waders, finches, nocturnal, etc.); terrestrial mammals (both species native to the archipelagos and those introduced or invasive that threaten the stability of ecosystems); reptiles (lizards, ocellated lizards, snakes); amphibians (toads, newts, salamanders); marine animals (marine mammals, mako sharks, fish, cephalopods, bivalves...) and terrestrial arthropods (flying and terrestrial insects, spiders, etc.).
  • Neutral Animals (AnNt): animals that are neither Friendly nor Hostile for a given PC. Their attitude can change during the GM's Turn or based on the interactions that PC has with them. Note that the same animal can be Friendly for one PC, Hostile for another, and Neutral for a third. That is, depending on the type of PC that encounters them, it can appear as Treasure, as a Threat, or as either of the two things, if it is Neutral.
  • Unique Trees trees that stand out in the game world for their magical qualities or for their importance to some of the fairy cultures that inhabit the islands.
  • Choppy Waters The sea has moderate waves, making swimming or rowing difficult. The dangers increase for those at sea, especially in the Eidos with dangerous coasts. Choppy Waters occur when there is Unsettled Weather (TR).
  • Calm Waters: optimal or good sea conditions, which correspond to Good Weather (TB). Swimming and rowing reach their conditions of maximum performance and lowest risk in this state. 
  • Good Weather (TB): weather calm. The wind blows on the cliffs and in the open sea, but without enough force to alter the normal conditions of the game or roughen the sea. It corresponds to a state of Calm Waters.
  • Don:  A Gift is a favor or present that a Lord or Lady of the Isles or a Friendly NPC grants to a PC, usually after passing a Test. Gifts consist of special objects, often of a magical nature; extraordinary abilities or elements that can help the PC in the game.
  • GM (Game Master)  person who prepares the game and who knows the location of the Coins, Treasures and Threats hidden on the map. It is responsible for moving Non-Player Characters (NPCs), animals and monsters. He also reports changes in the weather and tides, and keeps track of game turns. He also represents the Lords of the Isles. The Game Director is the referee of the games, and has the final say in all situations where there may be different interpretations of a rule or a given situation.
  • Eido: Each of the numbered portions into which the board is divided is called that, with a capital letter. These “Eidos” do not correspond to the common Galician term “eidos” (fields), which denotes the cultivated land around the houses. The magical beings of the world of the Illas das Marabillas, as personifications of nature, are in charge of “cultivating” and guarding the different ecosystems, in which they also live. From their point of view, the fields that seem wild to us, the rocks carved by the wind, the natural gardens of heather and gorse, the liquid esplanades where the waves graze and the underwater woods of algae are all “eidos”. 
  • Wounds (x): Wounds represent damage suffered by a PC, NPC, or animal due to an attack by another player in the game or an Accident. There are five classes in the game: xSk (Shock), Minor Wounds (xLv), Serious Wounds (xGv), Mortal Wounds (xMt) and Fulminant Wounds (xFt). Each of them has a type of consequences on the actor who suffers them, ranging from a turn without being able to perform any action, in the case of Shock, to immediate death, in the case of Fulminant Wounds. (see Table of Wounds).
  • Game Master Sheet (GMS): list that the GM makes before the games where he points out the Eidos where the lost Coins are; Special Treasures and Threats (unique objects, species of plants or animals that only appear occasionally, NPCs...); Traps and Tests.
  • Borders The Borders are the lines that divide the Eidos. They are greenish lines, both continuous and discontinuous, between the marine Eidos; and dark lines, continuous or broken, between the Eidos of land. The thick, dashed white lines that mark the boundaries of the Regions are, for all purposes of this Basic Rules, equivalent to the common Borders. The different visual representation of the land and sea Borders does not influence the movement between the Eidos. 
  • Campaign Sheets  piece of paper (half a page could be enough) where the PCs and the GM make practical notes that they need to remember during the game (Movement Points that remain to be moved, Wounds, objects carried by the character, modifiers, etc.
  • Fight Move (Ln):  Loita ou parte dunha Loita que se desenvolve nunha quenda. Correspóndese cunha Tirada de Loita.
  • Lar:  From Galician word "lar", with the meaning of home, settlement or village lair to which a PC belongs.
  • Places (Lg): This is the name given to Eidos that contain some singular element of a “immovable” nature, that is, the other part cannot be moved or transported. These elements can be natural or artificial, permanent or temporary. For example: the Eidos are places that have a Singular Tree, a construction, a fountain, a petroglyph, a space in which some type of magical phenomenon occurs at some time of the day or year, a pond that gushes out when it rains, etc.
  • Coind (Md): These are seven pieces from different historical periods distributed across the four archipelagos. Finding them is the objective of the games. The Coins are inspired by real models of peoples that passed through the area that today makes up the Park. In each version of the game you have to find the lost Coins in that part of the National Park and take them to a specific place.
  • Monsters: Magical Animals that are Hostile to the PC.
  • Wandering Movement: type of movement in which the PC, NPC, or animal does not control the direction in which they move. It can be by sea, when a character or animal is at the mercy of the waves, or by air, if it is carried by the wind. 
  • nA/nR (Attack Level & Resistance Level): The nA determines the ability of a PC, NPC, or animal to deal damage when he/she/it hits its opponent during a Fight. The nR corresponds to its resistance to damage from the impacts he/she/it receives. Thus, when the Defender is hit in a Fight Roll, the nA of the Attacker and the nR of the Defender are crossed on the Damage Table, to see if the latter suffers some type of damage, wether he/she/it dies instantly, experiences a momentary shock or remains undamaged.
  • Coin Clues: Information about the location of the Coins on the board that the GM gives to PCs who roll a “1” on the Event Roll while standing on an Eido where there is not any Coin.
  • Negative Plant (PnNg): plants (including trees and parts of plant species, such as flowers, fruits, roots, or leaves) poisonous or harmful to a PC. In some cases, a PC can become poisoned by a plant even if he does not eat it: simply inhaling its pollen or rubbing against its leaves or thorns can be enough to poison him.
  • Positive Plant (PnPs): the inverse of Negative Plants. Positive Plants can be used as food, medicine to heal wounds or as a magical element to cast a spell. Singular Trees, which are elements of a Place (Lg), do not fall into this category. Magical beings do not usually cut native plants, especially those that belong to scarce or threatened species: in their invisible plane of existence they are capable of capturing what they call “arrecendo”, the intangible essence of plants, which they transport in small glass jars.
  • NPC (Non Player Characters) seres máxicos de aspecto humanoide que poden interactuar cos personaxes. Poden ser Amigables ou Hostís. Neste regulamento básico, recóllense dous tipos de PNX para cada arquipélago, pero pode haber máis. Invítase aos xogadores/as e á persoa encargada da Dirección do Xogo a investigar no folclore galego para crear os seus propios PNX. Nesta web iranse publicando algúns exemplos que se poderán empregar tal cal ou tomar como base para crear outros novos por parte dos usuarios.
  • Activated NPC: NPCs that entered the game either because a PC found them in their Event Roll or because the Round Table determines their appearance.
  • Friendly NPC: see NPC.
  • Hostile NPC: see NPC.
  • Pousa or Parada: as Pousas ou Paradas son cada un dos círculos brancos que se atopan impresos sobre os camiños. Son os puntos entre os que se desprazan os actores que viaxan por eles. A denominación “Pousa” non debe entenderse na súa acepción de “casa señorial no campo”, senón no sentido, talvez máis antigo, de “alto na andaina” que quizais sexa a explicacion dos moitos “Pousa” e derivados que aparecen na microtoponimia galega. A PC, NPC, or animal moving along a path can only count Movement Points (PtMv) on these circles, stopping at the Pousa where all of their PtMv are consumed. 
  • Test (Pb): Riddles to solve or missions that the GM gives the PCs to obtain a good (a Gift or an extraordinary clue to find one of the Coins) or avoid a risk. They are associated with Event Rolls with a Treasure or Threat result, and with encounters with the Lords and Ladies of the Isles.
  • PtMv: Movement Points that a PC, NPC or animal gains by rolling 1d6 and adding (if any) a fixed Movement Value (VMv). The PtMv total determines how many Eidos you can travel based on the Terrain Type of each Eido you traverse and the type of PC, NPC, or animal you travel through.
  • PC: (Player or Player Character). Each of the people who participate in the game as explorers in search of the Coins, as well as their avatars in the game world. In this Basic Rulebook, each archipelago has two species of “playable” magical beings. Among these, each player can choose the one he/she wants to use. The different species of magical beings vary greatly in size: from the mouros and mariños, similar in size to humans, to the tiny oestrimios and demiños, the size of heather flowers or fern spores.
  • Turn: The game is developed in an organized manner, where each player and the person in charge of Game Mastering follow each other in taking the dice and developing their actions. The PCs' turn is subdivided into two parts or rolls that are always carried out consecutively and in the same order: the Movement Roll (TMv) and the Event Roll (TEv). The DM's Turn  doesn't have Events Roll. 
  • GM's Turn: On his turn, the GM can move NPCs and animals that have been Activated.
  • Basic Rules (RB): Set of rules contained in this manual. It is called “basic” by opposition to more advanced rulesets or extensions that may be developed.
  • Region: Regions are groups of Eidos. In this Basic Regulation, the Regions have just the function of serving as a reference for the location of the Coins. In the background of the game, Regions are territorial divisions of a historical nature for the Magical Beings. Some of them derive from ancient tribal territories, counties or even small kingdoms, although their size is comparable to that of the parishes of rural Galicia. 
  • Round (Rd): each of the game cycles in which players and GM take their turn. A Round is the time between one GM turn and the next GM turn. 
  • Lords and Ladies of the Isles: special type of magical beings that act as guardians of each of the archipelagos and their maritime area. They work as an avatar of the GM within the games, and help the PCs in exchange for them passing the Tests they are given.
  • Storm (TM): a state of weather characterized by strong winds and large waves at sea, in which most PCs and NPCs cannot navigate their way either by swimming or aboard a boat. Storms are usually accompanied by intense rainfall. These conditions maximize the risk of Accidents both in the air and on cliffs and influence other aspects of the game.
  • Messy Weather (TR): estado do tempo con rachas de vento moderado e Augas Picadas. Pode haber unha choiva feble. Estas condicións aumentan o risco de Accidentes e inflúen en distintos aspectos do xogo, aínda que non tanto como o Temporal (TM).
  • Treasures (Ts): The concept of “treasure” used in the game is taken from Galician folklore, so that it does not only refer to objects, but also to animated beings that can provide some benefit to whoever finds them. Thus, a Treasure can be a magical plant, an object of value (a tool, a weapon, a talisman, a piece with which something can be built or repaired...), a humanoid type character (NPC) or an Animal Helper, either Natural (the fauna of the real world) or Magical.
  • Terrain Types (Trr): physical composition of a land Eido, which determines the PtMv it consumes for each of the species of animals or characters, as well as whether or not it is accessible by them. This Basic Rulebook includes 16 different Terrain Types, represented on the board, in the Character Sheets and in the Quick Reference Chart and on the Terrain Types (Trr) page of this rulebook.
  • Events Roll (TEv): second part of a PC's turn, in which he rolls a die to see if he finds a Coin Clue or a Treasure. This roll can also determine that you suffer an Accident or are attacked by a Threat, such as an NPC or a Hostile Animal.
  • Comunication with Animal Roll (TcAn): roll of 1d6 that serves to communicate with an animal in order to ask it for help, make it Friendly, make oneself to be accompanied by it or prepare it to be ridden.
  • Mount Control Roll (TcM): roll 1d6 to see if a PC is able to ride an animal (Natural or Magical) that has been encountered on an Event Roll or that, being already Activated, crosses his path. A TcM is also made when a PC is riding an animal and gets an “accident” result on the Event Roll.
  • Fight Roll (TL): 1d6 roll to see if a PC, NPC, or animal is able to hit their opponent in physical combat or wether he/she is able to avoid being hit by them. It can be of two types: Fight Roll with Combat (TLC) or Fight Roll with Escape (TLE).
  • Movement Roll (TMv): part of the turn focused on advancement, in which PCs, NPCs and animals move (or not) around the board. To do this, they roll 1d6 and advance based on their ability to move across the different Terrain Types, through the sea or through the air. Some NPCs and animals add their Movement Value (VMv), which is a fixed points value, to the result of this 1d6 roll. PCs and NPCs who ride an animal benefit from that animal's VMv. 
  • Traps (Tp): devices that the GM can secretly place in an Eido by writing them down on his Game Direction Sheet. 
  • VAn (Animal Value): fixed number of points that indicates the level of difficulty of communication with a given species of fauna. The GM adds this value to the 1d6 result when a PC attempts to communicate with an animal of that species. If the animal's VAn+1d6 roll is greater than the PC's VAn+1d6 roll, the communication attempt fails.
  • VcAn (Comunication with Animal Value): fixed number of points that the PCs add to the result of 1d6 to see if they are the one to communicate with an animal. 
  • VcM (Mount Control Value): fixed number of points that a PC adds to the result of 1d6 on Mount Control Rolls. 
  • VE (Escape Value): fixed number of points that indicates the ability of a PC, NPC or animal to escape from an attack or from a Fight that has already started.
  • VL (Fight Value): fixed number of points that indicates the ability of a PC, NPC or animal to hit in an Attack or avoid being hit by their opponent.
  • VM (Mount Value): Fixed amount of points that indicates the bravery level of an animal. 
  • VMv (Movement Value): fixed amount of points that some NPCs and animals add during the Movement Roll to the result of 1d6 to know how many Movement Points they have.
  • Magic Vision: capacidade dalgúns seres humanos de percibir aos seres máxicos. No xogo, explícase que é común nos bebes, e que se vai perdendo ao longo da vida. Algúns adultos aínda a posúen, mais a súa incredulidade ao veren seres feéricos convirte a estes en animais ou elementos naturais. Estes tipo de humanos son os máis perigosos para os PX que atravesan zonas urbanas.
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