Glossary

Shared language for grim & perilous play

Working definitions so your table argues about choices, not vocabulary.

Weekly GM or rotating chair: write injury and corruption expectations once. Argue about choices—not jargon—after terms align.

Corruption / order
Pressures that push characters toward ruin or grim resolve over a campaign.
Career path
A ladder of roles that frames skills, trappings, and social station.
Perilous injury
Lasting harm tables that make fights memorable and retreat wise.
Chaos gifts
Tempting mutations and boons with campaign-level costs.
Faction writ
Political licenses and obligations that drive travel and intrigue.
Skill test ladder
d100 roll-under resolution with degrees of success and failure.
Grimdark tone
Moral murk and harsh consequence without celebrating cruelty at the table.
Trappings
Kit that signals status as much as combat readiness.

When you outline a session, write outcomes players can push toward, not a single railroad beat. For grim & perilous play, that usually means player-facing goals, one complication, and a calm exit.

One career pressure, one faction lean, one injury risk you will enforce—sized for a single perilous night.

Leave room for career schemes you did not schedule.

Related desks in this neighborhood

The wider Zweihänder neighborhood—brand, community, reforged notes, and powered-by orientation—lives on sibling domains when you need a tighter focus.