A Line That HoldsThe player's field guideThe Meridian Reach
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Frontier glossary

Plain explanations of the language used on the line.

40 entries · Page 1 of 1

Allotment

Supplies set aside for one specialist. Equip an allotment in a Teamwork slot to use its bonus. The supplies are used up as that specialist helps.

Apothecary

A maker of medicines and useful mixtures. In this trade, herbs and other materials become preparations that help with work or encounters.

Armguard

Protection for the lower arm. It fills the off-hand equipment slot. Check its ratings and required levels before using it.

Assay

A test of what a mineral sample contains. Around these works, an assay office checks ore and keeps the results on record.

Billet

A solid bar of worked metal, ready for the forge. Recipes turn billets into tools, fittings and equipment.

Bowyer

A craftsperson who makes bows. Bowyer’s equipment and supplies help with the game’s bow-making work.

Bracing grip

A support held in the off hand to steady your work. It fills the off-hand equipment slot; its item details show the bonuses.

Chaps

Tough covers worn over trousers to protect the legs. They are legwear equipment; the item lists their ratings and requirements.

Chit

A small token that stands for goods or supplies. Keep it in the Stockpile; a recipe or outfitter order tells you where to use it.

Civic

Belonging to the town and its people. Civic supplies are tracked in the town’s ledger, apart from your own goods and dollars.

Commission

An order for something made or arranged for you. At the outfitter, check the listed materials, price and result before placing the order.

Crate chit

A claim ticket for a supply crate. Save matching chits, then exchange them at the outfitter. The item’s Workshop uses section shows how many you need.

Crucible

A strong pot that can hold very hot, melted metal. Crucible-steel is one of the game’s higher metal grades.

Dispatch

A delivery of goods or papers sent along the line. A dispatch job shows what to carry and where it goes before you set out.

Dispatch case

A case for field records. Prepare it at the engineering bench, then file the packed case from the Stockpile to gain Resolve points.

Dispensary

A place where medicines and mixtures are prepared and handed out. Its supplies support the game’s apothecary work.

Docket

A written record of a job or shipment. The town’s project docket keeps its required materials and next task together.

Duster

A long coat that keeps trail dust off your clothes. Dusters use the outerwear slot; check each coat’s equipment details for its effects.

Escrow

Goods held safely until an agreed job is finished. Journey return cargo stays held for collection; it is not yet available in your Stockpile.

Fletching

The small feathers at an arrow’s tail. They help it fly straight; arrow recipes use feathers as a material.

Folio

A set of papers kept together. Study survey folios in Surveying to gather notes for permanent improvements.

Gauge

A tool for measuring or checking something. Wearable gauges are equipment; their item details show which ratings or bonuses they change.

Mastery

How well you know one job. Trade level covers the whole skill. Mastery also builds a shared pool of practice XP that you can spend to improve jobs in that trade.

Oilskin

Cloth treated with oil to help keep out water. Here it is a material for the listed crafting recipes.

Ordnance

The workshop supply counter. Exchange assayed industrial stock and paper supply tickets for finished crew equipment, workwear and preparation supplies.

Outfitter

A shop that supplies tools, equipment and goods for the road. Each town keeps its own stock. The outfitter also lists work it can arrange for you.

Pendant

A small piece worn on a neck chain. Pendants fill the neck equipment slot and give the bonuses listed on the item.

Provisions

Food and supplies packed for the road. Food items show how much health they restore; carry enough before taking on encounters.

Purchase lot

One bundle sold by the outfitter. “Each purchase lot supplies” shows what is inside. Shelf stock counts bundles, which may each contain several items.

Requisition

An official request for supplies. Open a requisition packet in the Stockpile for a reward from its listed contents. Opening uses up the packet.

Resolve

Preparation for support routines used in encounters. File field records to gain points, then check a routine’s cost before turning it on. Points and trade XP are separate.

Salvage

Useful goods recovered from damage or old workings. Check an item’s uses before selling it; some recovered parts belong in workshop recipes.

Salvage docket

A record of goods recovered from the field. Open it in the Stockpile to receive a reward from its listed contents. Opening uses up the docket.

Stewardship

Looking after the town’s buildings, people and supplies. Town resources have their own ledger, separate from your personal Stockpile.

Stockpile

Your stored goods. Open an item here to see what it does, where to find it and what uses it. You can also protect goods from sale or set some aside.

Supply chit

A small token used to prepare a specialist’s supplies. Teamwork recipes show which colors and how many chits the job needs.

Supply ticket

A paper allowance for a named supply or workshop service. Field Engineering redeems the listed tickets from your Stockpile each attack; Ordnance can exchange them for prepared goods. These are not cartridges equipped in an ammunition slot.

Trade preparation

Here, a prepared mixture used for a trade bonus. Its item description names the trade, effect and how its uses are spent.

Warrant

An official order to go after a target. The Warrants trade covers ranger assignments and the credit earned from that work.

Warrant credit

Credit earned through ranger assignments. Spend it on offers that list Warrant credit as payment; it is separate from your dollars.