Glossary
The language of Otenos: every term you'll meet in the game, with a short definition and a link to the chapter that covers it in detail.
A-C
- Age: An Age is the 28-day life of a world, at the end of which the rankings freeze and the chronicle is written. Ages and phases
- Alliance: An alliance is a group of up to 20 players who can't attack each other and can send each other reinforcements. Alliances
- Alliance war: An alliance war is a declaration that opens raiding between two alliances. Alliance war
- Altar: An altar is an ancient site that pours out Tender during its rite. Altars
- Altar charge: An altar charge is spent each time you march on an empty altar or on someone else's altar. Altar charges
- Balance: Your balance is the amount of Tender you have, and only you can see it. Tender
- Caravan: A caravan is a group of merchants carrying resources. Trade
- Charter: Your Charter is your record for the Age: your rank, your total score and what you've done. Charter
- Chronicle: The chronicle is the record on your profile, with one page written for every Age you play. Chronicle
- Codex: The Codex holds an entry for every building, unit, auction item and altar. Codex
- Committed: Committed resources are those set aside for your build queue or a market order, and a raid can't take them. Loot
- Common: Common is the auction tier that sells permanent buildings. Auction
- Conquest: Conquest is a holding passing to its conqueror once its loyalty drops to zero. Conquest
- Contest: Contest is the middle phase of the Age, when raids, rites, Rare and Common lots open up. Contest
D-I
- Declaration of war: A declaration of war opens raiding against one player and takes effect 4 hours after it's made. Declaration of war
- Deed: A deed is a building won at the auction and placed in your holding. Deeds
- Fortification: A fortification is a structure that strengthens an altar's defense. Fortification
- Founding: Founding is the first phase of the Age, when holdings can't be raided. Founding
- Garrison: A garrison is the troops stationed in your holding or at your altar.
- Guild: A guild is an account-level community that lasts from Age to Age. Guild
- Holding: A holding is a settlement's place and land on the map, whether someone owns it or it stands empty. World and map
- House: Your house is the bloodline you choose when you join, and it doesn't change for the whole Age. Houses
- Inner raid: An inner raid is a raid on a holding whose wall is down, and it reaches the whole storehouse. The Wall gate
- Instant: Instant is the auction tier that sells single-use items. Auction
- Interception: Interception means meeting an enemy army or caravan on the road. Interception
L-P
- Lock: A lock sets your bid aside from your balance 60 minutes before the close. Lock
- Lot: A lot is a single item sold at the auction. Auction
- Loyalty: Loyalty is a holding's allegiance to its owner; governors lower it, and at zero the holding changes hands. Conquest
- Lumen: Lumen is the cosmetic currency, bought in packs and kept for good. Lumen and the store
- Main holding: Your main holding is your first holding, where your wounded and your quest rewards arrive. Main holding
- Merchant: A merchant is the Market worker who carries your goods by caravan. Merchants
- Minimum bid: The minimum bid is the lowest bid you can place on a lot. Three tiers
- Mint: The Mint is an auction building that turns resources into Tender. Mint
- Morale: Morale is the strength a higher-scoring player loses when attacking a lower-scoring one. Morale
- Outer raid: An outer raid is a raid on a holding whose wall still stands, and it reaches only the produce outside. The Wall gate
- Phase: A phase is one of the three parts of the Age: Founding, Contest and Reign. Ages and phases
- Plunder: Plunder is the raid mode in which both sides take light losses. Plunder and Assault
- Protected start: Protected start means that for 48 hours after you join, you can't be raided and can't raid. Protected start
R
- Raid: A raid is a march sent against an enemy holding that can end in loot, siege or conquest. Raids, sieges and conquest
- Raid charge: A raid charge is spent on every raid on a holding; charges refill by 5 per day and build up to 6. Raid charges
- Rare: Rare is the auction tier that sells the most powerful buildings. Auction
- Region: A region is a 40 km square of the map that is abundant in one resource and scarce in another. Regions
- Reign: Reign is the final phase of the Age, when even a commander's last holding can be taken. Reign
- Reinforcements: Reinforcements are your army stationed in an ally's holding, defending it alongside them. Reinforcements
- Response window: The response window is the time between learning of a raid on your holding and its arrival, during which you choose a response. Warnings and the response window
- Rite: A rite is a 60-minute window, announced in advance, during which an altar produces Tender. Rites
- Rite hours: Rite hours are the hours you hold an altar while its rite is under way, and they count toward your score in the rankings. Rite hours
- Rite victory: A rite victory means holding the altar when its rite ends. Rite victory
- Ruin: A ruin is a holding whose owner gave no orders for a week, and it can be resettled with settlers. Ruins
S-W
- Scouting: Scouting is a march made up only of scouts that brings back information. Scouting
- Settling: Settling means moving settlers into an empty holding or a ruin. New holdings
- Sightings: Sightings are the list of enemy movements seen by your buildings that give warnings. Sightings
- Sortie: A sortie is half of your garrison meeting a raid in front of the wall, through the Meet them outside response in the response window. Four responses
- Specialization: A specialization is the permanent path you choose for a building when it reaches a threshold level. Specializations
- Tender: Tender is the currency of the auction; it's earned only in the game and can't be transferred. Tender
- Title: A title is an honor earned at the end of an Age that you can display next to your name. Titles
- Trench: A trench is an earthwork dug during the response window that adds strength to your defense. Four responses
- Wounded: The wounded are troops who return to the garrison after a battle. Wounded