B. Glossary
The glossary gives a sentence or two for each name and term the chapters use that a reader may need to look up, and the chapter that tells it best. A name that takes an article is listed under its first main word, so that the Elderweald stands under E. Dates count back (BR) and forward (CR) from the epoch of the Common Reckoning, and nearly all of them are rough.
A
- Abrel the Changeling
-
The god of people who belong to two peoples at once, a Resonant of Imago risen in the Headwater foothills; frontier Dwarves call the god Durrask and the Goblins of the mixed crossings Ziv, and young people of mixed households burn masks for Abrel. See The Gods of the Medieval Era.
- Age
-
One of the nine longest divisions of Caeldon’s history, from the Foundations to the Medieval Present; ages are periods, not categories, and they overlap. See The Ages of Caeldon (FND).
- The Ageless Spring
-
A small, softly glowing pool in a secluded valley or among ruins; those who drink and stay do not age, and a village beside one such spring is known where the old never die. See The Resonant Zones (FND).
- Aion
-
The Prime of time, not as a clock counts it but as the river of becoming; its Harmonic is the Frozen Moment. See The Ten Primes (FND).
- Alchemic
-
One of the six Wrought design lineages. See The Bridge Peoples.
- Alignment custom
-
The layer of belief every people shares beneath its gods: seasonal rites, planting and harvest observance, fire-lighting customs, oath forms, burial practice, and the taboos whose breaking counts as sacrilege. See The Ten Primes (FND).
- Annoth the Keeper of Scrolls
-
The god of the scribes and record-houses of the Human corridor, a Resonant of Memoria who is always losing records to fire and seizure. See The Gods of the Medieval Era.
- The Answering Sound
-
The sheltered receiving sound in the outer approaches, older than the Soundchain corridor, where the Windscar Pacts first learned that reaching a coast is not the same as being let in. See The Tidelace and the Soundchain Roads.
- The Answering Sound Crisis
-
The first great Orc-Gnome clash at one place, c. 141,000-c. 137,000 BR, when storm-driven Windscar parties starved on the shore of the Answering Sound and war-leaders tried the inner channels by force. See The Folds, the Scarps, and the Shore (FND).
- The Answerward Overreach Feud
-
The feud of c. 126,000-c. 122,000 BR in which the small harbours and Windscar crews banded together against the Answerward pilots, who had begun withholding pilots to rule the coast. See The Folds, the Scarps, and the Shore (FND).
- The Answerward Pilotage
-
The order of Gnome pilots, raised c. 135,000-c. 129,000 BR, that carried the coast’s word to arriving parties, until it began to use its pilots as a weapon and the Gnomes had to fight it back. See The Folds, the Scarps, and the Shore (FND).
- Anvelle the Harvest-Mother
-
The god of the Human basin farmers, a Resonant of Terra who stands first in the Sworn Accord beside Serovan; her Festival of the First Sheaf opens the harvest. See The Gods of the Medieval Era.
- Aqua
-
The Prime of water, flow, adaptation, and life, the force that takes the shape of any vessel it is poured into; its Harmonic is the Surging Deep. See The Ten Primes (FND).
- The Archive-Law Civilization
-
The elder world of the Witnessfields, c. 235,000-c. 175,000 BR, of archive-cities, oath halls, and inscribed marker roads, which ruled by the carved word and the warden’s spear until its keepers shut their rolls and sealed their cities. See Worlds That Came Before (FND).
- The Ashen Child
-
The Cast-Out of Ignis that was the Ember-Lord of the cycle of renewal, until it refused to let one burning go out. See What Waits Outside (FND).
- The Ashen Lantern
-
An iron lantern with a faint, colourless light, hung by the door at some Serathic water-gates and toll-houses where the dues are taken and the upkeep never comes; people say it is Ostrin’s eye. See The Basins and the Marches.
- The Ash-Furnace Civilization
-
The elder world of the great furnaces, whose long fall, c. 225,000-c. 168,000 BR, was an overburn of its own making; its glassed ruins still scar the Glassbelt and still hold its dangerous craft. See Worlds That Came Before (FND).
- The autumn count
-
The count of a Halfling fold’s stores at its cistern hall, after which only what lies beyond the reserve goes to market; a child is named at the first autumn count after its birth, when the household reckons it among the mouths the stores must feed. See The Folds, the Scarps, and the Shore (FND).
- The Awakening of the Wrought
-
The span, c. 1,500 BR-c. 200 CR, in which workframes in several places woke, within a few centuries of one another, as persons with memory and will of their own, and the long, bloody fight over whether they were people began. See The Bridge Peoples.
B
- Bank councils
-
The Kavari councils of the river banks, whose elders settle quarrels over access, repair, and shelter, and judge any use of the river by whether it leaves the water alive. See The Civilizations of the Medieval Era.
- The Bankright Circles
-
The first Kavari civilization, c. 190,000-c. 160,000 BR, which nobody founded: the bank councils, pool-kin circles, and nursery keepers of many linked tributaries simply began to stand together. See Peoples of the Water.
- The Bare Shoulder
-
The worst open stretch of the Soundchain corridor, a long headland coast with no lee, closed to heavy loaded craft for months in the storm season. See The Tidelace and the Soundchain Roads.
- The Beyonders
-
Entities from other cosmologies outside the Boundary, whose threat is fast and plain to see: strange physics, a foreign logic spreading across the land like frost across a window. See What Waits Outside (FND).
- Binding Magic
-
The Harmonic school of the Binding Song, from the premise that definition is power: to name correctly is to distinguish, and to distinguish is to order. See The Schools of Magic (FND).
- The Bitter Root Histories
-
The spread of the Dark Elf memory of abandonment through the wider Elven world, c. 318,000-c. 305,000 BR. See The Threads of History (FND).
- The Blightward Keepers
-
The Thaluren civilization within the Returning Concord that keeps faith with damaged sacred water: a water turned deadly must still be guarded, contained, remembered, and never abandoned. See The Civilizations of the Medieval Era.
- Blightward Thaluren
-
The Thaluren of the Blightward Keepers, who keep faith with damaged sacred water. See Peoples of the Water.
- The blind way
-
The path by which a Thornbound circle leads a trusted guest inside to eat at its hearth, chosen so that it cannot be retraced. See The Forest Heartlands.
- The Blood River
-
A zone of life without balance, guarded by the Hemophages, who serve it as priests and hunt travellers to feed it. See The Resonant Zones (FND).
- The Bone Singer
-
The Cast-Out of Terra that was the Archivist of Bones, until it came to think memory too fragile to leave to the living. See What Waits Outside (FND).
- Boughways
-
The living walkways of the Crownboughs that run from hall to hall above the forest floor, each belonging to the house whose growth carries it. See The Forest Heartlands.
- BR
-
Before Reckoning: years counted backwards from the fixed epoch into the deep past, so that 500 BR lies five hundred years before it. See How to Read This Book (FND).
- The Briarreach
-
The belt of thicket and wet ravine at the forest’s harder edge, home of the Thorn Elves of the Thornbound Circles, where Troll houses keep the ravine crossings. See The Forest Heartlands.
- The Bridge Hall
-
The hall at Highbank, Greyford, where the lord of the crossing sits; he calls the quarrel over who owes the Greyspan its upkeep the Greyspan Toll Quarrel, and will end it by deciding, and Lowbank calls the same quarrel the Maintenance Reckoning. See The Basins and the Marches.
- Bridge-oath families
-
The Troll families of the Crossing-Oath Houses that keep named crossings for generations, and read a Troll’s scars like the history of a crossing. See The Civilizations of the Medieval Era.
- The Broken Marches
-
A ruin-belt of failed works and broken roads beyond the March Wall where nobody rules, the main home of the Goblins and of the salvagers, fugitives, and outlaws who live in the works of vanished builders. See The Basins and the Marches.
- Burden and Bonded Labour
-
The thread of Caeldon’s history of labour that could not refuse, from the furnace vent-houses to the chain-camps and the predecessor-frames. See The Threads of History (FND).
- Burden houses
-
The Hearth-Weight houses that keep the count of work owed and work honoured. See The Civilizations of the Medieval Era.
- The Burdened Seal Histories
-
The spread of the Stonewake memory of necessary closure through the Dwarven holds, in the same span as the Bitter Root Histories. See The Threads of History (FND).
C
- Calvesh the Chronos-King
-
The god of the elder Archive-Law world, a Resonant of Aion who embodied records that never change; he was finished, like the rolls his keepers sealed, and his name survives only inside the oath forms the Reedfolk keep. See Worlds That Came Before (FND).
- Camp elders
-
The Hearth-Weight elders who stand by whenever a band takes up dangerous labour. See The Bridge Peoples.
- The Cast-Out of Unyielding Burden
-
The oldest of the Cast-Outs, once the Steward of Foundations, which fell in the Uneven Settling because it could not accept that anything might need to collapse. See What Waits Outside (FND).
- The Chain-Camps
-
The span, c. 18,000-c. 8,000 BR, in which Ogre camps that came for seasonal work on the corridor roads were held there by debt and controlled food. See The Bridge Peoples.
- Chainwake Gnomes
-
The Gnomes of the island chains, also called Island Gnomes. See The Folds, the Scarps, and the Shore (FND).
- Channel stewards
-
The Kavari keepers of flowing water, who know that a river cannot be frozen into fixed borders. See The Civilizations of the Medieval Era.
- The circuit
-
An Edgeway kindred’s inherited route and its main claim to identity: which ruins are sound, which roads still connect, where water survives. See The Civilizations of the Medieval Era.
- Cistern circles
-
The Halfling households that release a fold’s water to the terraces in turn and clear the channels before the wet season. See The Civilizations of the Medieval Era.
- Cistern halls
-
The halls at the head of each Halfling fold, where the road comes in: guests are received in a yard outside the terraces, the stores are counted, and the fold says aloud what it can spare. See The Leeward Folds.
- Civicframe
-
One of the six Wrought design lineages. See The Bridge Peoples.
- The Closure of the First Nesting Confluence
-
The span, c. 178,000-c. 162,000 BR, in which egg blight in the Thaluren’s oldest sacred water forced the Returning Concord to close it to ordinary return. See The Threads of History (FND).
- Clutch-Watch Circles
-
The Thaluren circles that say aloud who descends from whom and who has been adopted, and name before each run who is going and as whose kin. See The Civilizations of the Medieval Era.
- Coldrun Kavari
-
The Kavari lifeway of the cold tributaries. See Peoples of the Water.
- The collective refusal
-
The strongest weapon of the Underhouse Compacts: when a compact calls a shaft unsafe, no member crew goes down it, and the holds above learn quickly what their underwork was worth. See The Bridge Peoples.
- The commons
-
The gathering of each Halfling fold after the count and before planting, where the terrace wards report on the walls and the cistern circles on the water, and the fold decides which terraces rest. See The Civilizations of the Medieval Era.
- The Confluence Basins
-
The broad lowland heartland of Humans: wide valleys, deep fields, and linked rivers gathering towards the Serath. See The Basins and the Marches.
- The confluence chamber
-
The heart of the Roothollow-Stonewake threshold, where stone-root meets the water. See Stone and the Deep.
- The Confluence Marches
-
The first Human civilization, founded c. 40,000-c. 20,000 BR: basin lordships, marcher strongholds, and exchange roads bound by kin, oath, and the strength of their lords rather than by any crown; most cradle-web Humans live, trade, and swear their oaths within it. See The Basins and the Marches.
- The Confluence Rise
-
The name for the whole Human rise of c. 24,000-c. 2,000 BR, when the young, fast Humans first made themselves felt across the cradle-web. See How the Present Was Made.
- The Corridor Ages
-
The seventh age, c. 40,000-c. 2,000 BR, in which the young Humans came into their own, fast and hungry, and swallowed, borrowed, or bent nearly every older order they touched. See How the Present Was Made.
- Corrow the Gale-Runner
-
The wind at the backs of the Edgeway Kindreds on their circuits, a Resonant of Zephyr who cannot stop moving. See The Gods of the Medieval Era.
- The Counted Lee
-
The tally hall, transfer pier, and staging ground on the shore below the Folds, between fold and harbour, where Halfling loads are counted, Gnome approach windows named, and lost time fought over; its hall keeps the Long Tally. See The Leeward Folds.
- The Counted Lee Timing Feud
-
The feud of c. 139,000-c. 136,000 BR in which the folds kept paying for approach windows that moved after their fruit was picked. See The Folds, the Scarps, and the Shore (FND).
- The court season
-
The turning point of the Crownbough year, when a house’s place is read in its hall, its gardens, its people, and its heirs. See A Year in the Medieval Era.
- The Courts of Stone and Canopy
-
The rivalry of pride between the Crownbough houses and the great Ironspine holds, c. 375,000-c. 355,000 BR, fought with insults, raids, and ambush on the slopes between them. See The Threads of History (FND).
- CR
-
Common Reckoning: years counted forward from the fixed epoch, so that 120 CR lies a hundred and twenty years after it. See How to Read This Book (FND).
- The cradle-web
-
The dense, tangled half of the inhabited world, named because so much began there: the forests, mountains, deeps, river basins, and marches from the Elderweald to the Greyford Reach. See A World in Two Halves.
- The Crossing-Oath Houses
-
The first great Troll civilization, descended from the crossing-charges sworn on the colossal roads: crossing houses and bridge-oath families who hold the dangerous places no one else will stay at, take a toll for the crossing, and warn, guide, and mend for it. See The Civilizations of the Medieval Era.
- The Crownbough Courts
-
The High Elf civilization of the Crownboughs, founded c. 390,000-c. 375,000 BR, in which several great houses rule rather than one crown, and a house’s place is read in its hall, its gardens, and its heirs. See The Forest Heartlands.
- The Crownbough Embassies
-
The High Elf embassies to the rising Human lords, c. 16,000-c. 8,000 BR, which began a long rivalry of gifts, insults, duels, and imitation. See The Forest Heartlands.
- The Crownbough Heir Controversy
-
The quarrel of c. 14,000-c. 13,000 BR over a child who mattered to both peoples and became a prize before anyone agreed when the child counts as grown. See The Forest Heartlands.
- The Crownboughs
-
The cultivated canopy forest in the south-eastern corner of the old Elven world, where trees have been trained into halls and terraces, homeland of the High Elves and the Crownbough Courts. See The Forest Heartlands.
- The Crystal Spire
-
A permanent zone of total override on high peaks and in deep caverns: a towering spire of faceted crystal whose Crystal Singers keep the sounds that matter and silence the dangerous ones. See The Resonant Zones (FND).
D
- Dark Elves
-
The ancient underworld-margin Elven branch of the upper Roothollows, organized around guarded passage, chamber-right, and the duty of refuge, which the Roothollow Rupture drove deeper and hardened; their civilization is the Gloamroot Covenant. See The Elder Peoples (FND).
- The Dark Entities
-
The beings that threaten the ordered cosmos from without (the Beyonders), from corruption within (the Cast-Outs), and from beneath definition itself (the Unformed). See What Waits Outside (FND).
- Dark fear
-
The protective rites, taboos, and dread with which every people answers the Dark Entities, older than any faith. See Faith in Practice.
- Dark magic
-
Not a substance or a school but a judgement of use: magic whose cost falls on those who did not agree to pay it. Whoever holds the place forbids it, and most peoples sort its acts as restricted, conditional, prohibited, or atrocity-class; atrocity-class casters are hunted and killed where they can be caught. See How Magic Works (FND).
- The Darkening of the Roothollows
-
The hardening of the Rupture’s survivors into a branch of their own, the Dark Elves, c. 326,000-c. 318,000 BR. See Stone and the Deep.
- The Dawnreach
-
The monsoon land across the Unrun Sea, north-east of the far side, of terraced river valleys, bell monasteries, and island sea-kingdoms; the source of the nameless hulls, known to the far side only as lights after a storm. See A World in Two Halves.
- The Decade of Storms
-
The undated time the Tidelace keeps in memory, when gales sank boats, surges swallowed harbours, and Humans and Gnomes prayed on the same shore; Maris was born of it. See The Tidelace and the Soundchain Roads.
- The Deep Stair
-
The Sunken Stair whose treads run furthest down in sight of the mouth before they reach a bar, and which a Gloamroot house has asked to have opened. See Sealed and Silent Places.
- The Deepening of Stonewake
-
The span, c. 365,000-c. 350,000 BR, in which the deep holds below the Ironspine became a branch of their own and made the right to seal a door their defining custom. See The Ages of Caeldon (FND).
- Divine magic
-
Casting supported or empowered by a power beyond the caster: a Prime’s current reached through alignment, a Resonant willing to supply power, or, rarely, a Steward acting within its office. See How Magic Works (FND).
- The Dreaming Veil
-
The Harmonic of Imago, with Lux and Zephyr beside it: imagination, art, and dream, where new ideas are born before they are tested in the world; its Lucids guide lost dreamers back to waking. See The Planes (FND).
- The Drowning Bloom
-
The flood catastrophe of the Surging Deep at the heart of the Roothollow Rupture, which flooded, severed, and later overgrew much of the upper underworld. See The Ages of Caeldon (FND).
- The Drowning Garden
-
A submerged forest where breathing runs backwards, tended by the webbed and gilled Gill-Folk. See The Resonant Zones (FND).
- The Dry Folds
-
The outer valleys of the Leeward Folds whose terraces have gone to scrub and whose cisterns stand cracked and empty. See The Leeward Folds.
- The Dry Year
-
The Serathic tale of the year the Serath ran dry because a town built a dam without Serovan’s leave. See The Basins and the Marches.
- Dryfold Halflings
-
An older Halfling lifeway that did not survive in the Dry Folds. See The Leeward Folds.
- The dry-season gathering
-
The time in the Rimward Basins when the most people stand closest to the least water, and escorted parties arrive from the High Scars. See A Year in the Medieval Era.
- Durrask
-
The name frontier Dwarves give Abrel the Changeling. See Stewards and Resonants (FND).
- Dwarves
-
One of the oldest peoples of Caeldon, a dense and durable people stabilized under the Ironspine from an inheritance marked by the Iron Backbone; their branches are the Ironspine and Stonewake Dwarves. See The Elder Peoples (FND).
E
- Echo
-
A real but partial imprint that a Pattern leaves on the world: in the people bound to it, in places where it did something that mattered, in objects worn by repeated intent, and in rites, names, and memory. See What Makes a People.
- The Echo-Mother
-
The god of protective quiet, a Resonant of Umbra born c. 1,200 CR from the prayer of the Hushvale survivors not to be found, as they made the Wake-Seal. See Sealed and Silent Places.
- Edgefold Halflings
-
The households of the outer valleys along the roads, also called Outfold, who live closest to outside traffic, its profits and its pressure. See The Folds, the Scarps, and the Shore (FND).
- The Edgeway Kindreds
-
The first civilization of the Salvage Peoples: kin-linked companies who travel known circuits between ruin zones, keep the works along them, and share one mark-language and a calendar of gathering-markets. See The Civilizations of the Medieval Era.
- The Elder Worlds
-
The vanished elder civilizations, Upland Colossal, Ash-Furnace, Archive-Law, and Sepulchre-Kin, and the fourth age, c. 300,000-c. 120,000 BR, named for them, in which the first Humans emerged and the younger peoples found their feet by serving the elder worlds, surviving them, or picking over what they left. See Worlds That Came Before (FND).
- The Elderweald
-
The old-growth forest at the centre of the Elven world, home of the Wood Elves and the Rootcrown Concord; it has no roads, only paths walked open. See The Forest Heartlands.
- The Elderweald Border Pressures
-
The long quarrel, c. 26,000-c. 10,000 BR, of Human clearing, road-cutting, and water use against the Wood Elves' care for the living forest. See The Threads of History (FND).
- The Elderweald Funerary Accord
-
The settlement of c. 16,000-c. 15,000 BR that made custom of the edge country’s division: there a death is finished twice, by Human sworn mourning and by Wood Elf return. See The Forest Heartlands.
- The Elderweald-Ironspine Frontier
-
The verge wars of the Rootcrown Elves and the Ironspine Dwarves, c. 410,000-c. 385,000 BR, fought with raid, ambush, fouled water, and felled groves over springs, slopes, and sacred ground. See The Forest Heartlands.
- Elves
-
One of the oldest peoples of Caeldon, stabilized in the Elderweald from an inheritance marked by the Verdant Expanse that shows in presence more than in anatomy; their branches are the Wood, Thorn, High, and Dark Elves. See The Elder Peoples (FND).
- The Enclosure of the Seams
-
The taking of the Goblin seam-warrens by early Dwarven holdmaking, c. 465,000-c. 420,000 BR, which walled and smoked the Goblins out of the ground they held. See The Bridge Peoples.
- Ennor the Grave-Watcher
-
The god who stands at the threshold of the dead, a Resonant of Umbra condensed over ages of burial, whom most cradle-web peoples honour at their graves under names of their own; Ennor is his Human name. See The Gods of the Medieval Era.
- The Equilibrium
-
See The Material Plane.
- The Estuary Terms
-
The first lasting Thaluren-Gnome custom at mixed estuaries, c. 144,000-c. 138,000 BR, won at the Split Reed Mouth after years of cut marker-lines, drowned pilots, and Thaluren war-bands in the reeds: soundings and spawning runs share the mouth, with guarded approach and protected return-water. See Peoples of the Water.
F
- Failed Mending
-
A distorted healing pattern in which lifeforce repair overcorrects, closing wounds too strongly and preserving harm in altered form; it became heritable in the Trolls. See How Magic Works (FND).
- The Far Set
-
The outermost current road the Thaluren know, ridden only by Outer-Route runs; the water beyond it is the Unrun Sea. See The Tidebound Reaches and the Unrun Sea.
- The far side
-
The wide half of the inhabited world beyond the Glassbelt, with peoples, customs, and history of its own: the Windscar Expanse, the Leeward Folds, the Tidelace Coasts, the Soundchain Roads, and the Tidebound Reaches. See A World in Two Halves.
- Far-Route Orcs
-
See Open-Steppe Orcs.
- The Far-Side Terms
-
The fifth age, c. 160,000-c. 98,000 BR, in which the young far-side peoples fought over wells, passes, harbours, and spawning water through a long chain of feuds, raids, and wars, and the terms the stronger side dictated became the custom of the far side. See The Folds, the Scarps, and the Shore (FND).
- The Festival of the First Flow
-
Serovan’s feast at the spring rise on the Lower Serath, when bread, wine, and flowers are offered to the river and river traffic stops. See A Year in the Medieval Era.
- The Festival of the First Sheaf
-
Anvelle’s feast at the beginning of harvest, when the first stalk is cut and offered to her. See A Year in the Medieval Era.
- The Festival of the First Stone
-
The Dwarven feast at which every household lays a single stone on its hold’s walls, so that, it is said, the wall will stand another year. See Stone and the Deep.
- The Festival of the Tides
-
The yearly feast that brings a whole Tidelace harbour down to the quays with flowers, shells, and stories for Maris of the Tides. See A Year in the Medieval Era.
- The Festival of the Turn
-
The great feast of the Halfling folds, kept for Tamsel at the changing of the seasons; if it is held with true joy, the harvest will be good. See A Year in the Medieval Era.
- Fieldframe
-
One of the six Wrought design lineages. See The Bridge Peoples.
- The First Confluence-Crownbough Contacts
-
The first meetings of the Human Confluence world and the Crownbough Courts, c. 18,000-c. 10,000 BR, all display and little understanding. See How the Present Was Made.
- The First Confluence-Elderweald Contacts
-
The recurring first meetings of Humans and Wood Elves at the forest edge, c. 38,000-c. 24,000 BR. See How the Present Was Made.
- The First Gale
-
The Orc feast at the start of the windy season, with fires on the high ground and dancing in the rising wind for Rakhal. See A Year in the Medieval Era.
- The First Headwater-Ironspine Contacts
-
The first meetings of Human groups in the Headwater Marches with the Dwarves, c. 34,000-c. 22,000 BR. See How the Present Was Made.
- The First Man
-
The faded Resonant of Imago born of the first Human self-awareness during the First Human Emergence, whose voice said only "Look." See Humans.
- The First Nesting Confluence
-
The oldest sacred spawning water of the Thaluren, high up the return system, closed to ordinary return since egg blight struck it. See The Tidebound Reaches and the Unrun Sea.
- The Floodkeeper Houses
-
The Reedfolk house order of the lower rivers, founded c. 210,000-c. 182,000 BR, which keeps the memory of every flood and the oath forms of the archive world; the Human river powers took its command of the water and left it the service. See Peoples of the Water.
- The Foldward Commons
-
The Halfling civilization of the Leeward Folds, c. 170,000-c. 152,000 BR, which began when the separate folds came to depend on one another: an order of terraces, cisterns, and bounded plenty. See The Folds, the Scarps, and the Shore (FND).
- The Fordside Compact
-
Lowbank’s loose bond at Greyford among those who keep the crossing usable beyond the reach of the Bridge Hall’s gate: Goblin side-ford families, Ogre burden crews, Wrought repair houses, Kobold underkeepers, salvage households, and the Kindreds. It has no hall and no lord, and its word holds only as far as its people stand together. See The Basins and the Marches.
- Forgeframe
-
One of the six Wrought design lineages; with the Mineframe line it holds most of the Wrought of the Ironspine. See Stone and the Deep.
- The Founding of the Confluence Marches
-
The consolidation of the basin world into the first Human civilization, c. 40,000-c. 20,000 BR. See The Threads of History (FND).
- The Founding of the Floodkeeper Houses
-
The gathering of Reedfolk reed settlements, crossing shrines, and flood-remembering house lines into one order, c. 210,000-c. 182,000 BR. See The Threads of History (FND).
- The full oath
-
The last layer of the Serathic Oath of Layers: the day a person takes on the heaviest duties of town, oath, and line in their own right; in practice the rank of the rich houses. See The Basins and the Marches.
G
- Gate practice
-
The Held Covenant as the Ironspine holds keep it: outward-facing, leaning on Kerrund and his question, will you hold? See Faith in Practice.
- Gates
-
The places on the Material Plane where the Veil opens towards a particular plane or Harmonic, named for it: the War-Gates of the Scourge on old battlefields, the Library-Gates of the Eternal Record in archives, the Grave-Gates of the Whispering Trace in cemeteries, and many more. See The Veil and the Outside (FND).
- The Gathering of the Confluence
-
The slow gathering of Human bands across the basin valleys, c. 120,000-c. 50,000 BR, until the basin and foothill people saw themselves as one varied world. See The Ages of Caeldon (FND).
- Gathering-markets
-
The Edgeway Kindreds' markets at old ruined sites, often the only places where people from distant broken regions trade, marry, and settle quarrels. See Roads, Rivers, and Crossings.
- The Gaugeward Leagues
-
The Gnome civilization of the Tidelace Coasts, formed c. 165,000-c. 146,000 BR, an order of signals, soundings, and measured entry. See The Folds, the Scarps, and the Shore (FND).
- Ghessa the Hearth-Mother
-
The Ogre hearth-god, a Resonant of Ignis born of famine winters and small fires that had to last, and the gentlest of its gods. See The Gods of the Medieval Era.
- Giants
-
Rare, withdrawn, and real: the living remainder of the Upland Colossal world, who keep to the storm shelves and hidden basins and keep the Mountain-Father’s sleep. See Worlds That Came Before (FND).
- The Glassbelt
-
See The Glassbelt Interior.
- The Glassbelt Interior
-
Caeldon’s first true desert, which nobody holds; a single overland route across it is the only thing joining the cradle-web and the far side. See A World in Two Halves.
- The gloam
-
The faint pale glow some living roots give off in the Roothollows, the only light the region makes of itself. See Stone and the Deep.
- The Gloamroot Covenant
-
The Dark Elf civilization, founded c. 324,000-c. 318,000 BR, an order of resource-holding Houses and warding orders grown into one another in the Roothollows. See The Civilizations of the Medieval Era.
- Gnomes
-
The far-side people of fine craft and exact measure, who read an unstable coast truly and make others keep to the reading; their country is the Tidelace Coasts and their civilization the Gaugeward Leagues. See The Folds, the Scarps, and the Shore (FND).
- Goblins
-
A ruin-adapted people, not a malicious one, who live well in abandoned works, failed towns, and road shadows and know every gap and culvert in them; their strongest country is the Broken Marches and their civilization the Iron Compacts. See The Bridge Peoples.
- The Graft Terrace
-
The middle terrace the Crownbough tenders keep as a nursery for seedlings and grafts meant for basin lords. See The Forest Heartlands.
- The Gravel Oath Accord
-
The bargain of c. 153,000-c. 148,000 BR that ended the standoff at the Gravelbraid Nurseries, where Kavari keepers held a redirected Thaluren run out of their nursery-water with barriers, bodies, and blood; it named the Twofold Waters, mostly on Kavari terms. See Peoples of the Water.
- The Gravelbraid Nurseries
-
The shallow middle-river braids of gravel channels, rootbank pools, and cold spring inlets where Kavari households raise their young. See The Tidebound Reaches and the Unrun Sea.
- The Great Slumber
-
The face of the Unformed that takes away motion and will, so that dust hangs without falling and a heartbeat comes once a day; nothing holds against it but the will to do the next thing anyway. See What Waits Outside (FND).
- The Green Deep
-
The jungle across a strait south of the cradle-web, river-mazes over the drowned stepped cities of an elder world, held by the Sollun; the old world knows nothing of it. See A World in Two Halves.
- The Grey Clerks
-
Made figures of the elder Archive-Law world, left at the road-meetings on the edge of the Witnessfields when it sealed its last cities; they still keep their post, and ask every passer, in a dead script’s voice, for a name to be kept. See Sealed and Silent Places.
- The Grey Line
-
The outermost row of the Witnessfields' boundary markers, where basin herders turn their flocks back and treasure-hunting companies hire their guides; the Grey Clerks beyond it still stop passers and demand their names. See Sealed and Silent Places.
- Greyford
-
The crossing town of the Greyford Reach, where the Headwater road meets the Broken Marches and the toll is taken once, at the Highbank gate of the Greyspan. See The Basins and the Marches.
- The Greyford Bridge
-
See The Greyspan.
- The Greyford Reach
-
The wide gravel valley where the Headwater and Broken Marches meet and one river breaks into many, with its patched bridge, its two banks, and its quarrel over who owes the crossing what. See The Basins and the Marches.
- The Greyspan
-
The official Greyford Bridge: old stone piers and newer timber spans, patched for longer than anyone can say, inside a braid of fords, ferries, and rope crossings. See The Basins and the Marches.
- The Greyspan Toll Quarrel
-
The Highbank lord’s name for the quarrel over who owes the failing Greyspan its upkeep, fought out in the Bridge Hall, which he will end by deciding; Lowbank calls it the Maintenance Reckoning. See The Basins and the Marches.
- The guarantee roll
-
The roll in which a League town writes the day’s dues and the day’s repairs side by side before dark, because it is what the great houses read when a carrier swears the reach was not kept. See The Civilizations of the Medieval Era.
- The Gullstair
-
The busiest cliff path of the Soundchain Roads, stepped and ramped down a sea-cliff to the beach yard of the Turnwater Quays. See The Tidelace and the Soundchain Roads.
H
- Haggun the Wall-Breaker
-
The faded Ogre god of the chain-camps, a Resonant of Zephyr born of the camps' prayers not for a better master but for a way out. See The Bridge Peoples.
- Halflings
-
The far-side people of sheltered measure, who live where plenty has to be kept rather than taken; their first homeland is the Leeward Folds and their civilization the Foldward Commons. See The Folds, the Scarps, and the Shore (FND).
- The Hanging Vale
-
The dry far-side valley on the Rimward Basins' inland rim that the Krystallis Incursion, c. 352,000-c. 349,000 BR, left standing in crystal, watched from the southernmost Lastwater Well; the only place Crystallization is still caught. See The Windscar.
- Harbour wards
-
The Gnome harbour-keepers who hold a harbour and its quays, receive traffic, and say what the harbour can bear this week. See The Civilizations of the Medieval Era.
- The Hardening of the Briarreach
-
The span, c. 425,000-c. 410,000 BR, in which part of the Elderweald’s people hardened towards watchfulness in the rougher woodland and became the Thorn Elves. See The Forest Heartlands.
- The Hardening of the Lordships
-
The long span, c. 2,000 BR-c. 500 CR, in which old contacts, corridor customs, and inherited quarrels became the ordinary ground of medieval life. See The Ages of Caeldon (FND).
- The Hauling Stair
-
The stair-and-lift shaft by which stores come down to the Stonewake Deeps and ore goes up. See Stone and the Deep.
- Haurûm the Mountain-Father
-
The god of the Upland Colossal Civilization, a Resonant of Terra who did not die when that world withdrew but sleeps beneath the high peaks; only the Giants speak his name, and other peoples honour him by title alone. See Worlds That Came Before (FND).
- The Headwater Alignments
-
The span, c. 28,000-c. 14,000 BR, that made Humans and Dwarves each other’s engine of growth, metal and craft going down and grain coming up. See The Threads of History (FND).
- The Headwater and Serath Corridors
-
The two forms the corridor order took, c. 18,000-c. 7,000 BR: hammered out under pressure in the mountains, held by guarantees and spears on the river. See How the Present Was Made.
- The Headwater Exchange Roads
-
The roads Humans and Dwarves built over the foothill country, c. 16,000-c. 8,000 BR, partly with chain-camp labour. See The Threads of History (FND).
- The Headwater Fosterage Feud
-
The feud of c. 24,000-c. 23,000 BR in which Dwarven elders refused oath-right to a trusted Human foster child, and both sides believed they were in the right. See How the Present Was Made.
- The Headwater Marches
-
The foothill country between the Human farmland and the Dwarven mountains, the oldest shared country of Humans and Dwarves, living by the escorted exchange roads to the hold gates. See The Basins and the Marches.
- The Headwater Rite of Two Oaths
-
The custom, sworn c. 23,000-c. 21,000 BR, by which the young of the Headwater Marches are counted twice: first with working right, later with oath-right, so that a youth can belong to the road long before carrying the full weight of a house. See How the Present Was Made.
- Healing-Shift
-
The named compound tradition of adaptive flow guided by shape, which closes wounds and restores form; the most widespread compound tradition in the healing arts. See How Magic Works (FND).
- The Heartwell Stakings
-
The competing Dark Elf and Dwarven stakes on the Rootstone Heartwell, c. 322,000-c. 316,000 BR. See Stone and the Deep.
- Hearth-keepers
-
The Hearth-Weight keepers who see that food, rest, care for the hurt, and protection for a band’s children are paid, not begged; when a band is cheated, someone at the fire says only "send the hearth-keeper". See The Bridge Peoples.
- Hearth-weight
-
The Ogre rule that strength must stay tied to care: a band is fed and sheltered before it lifts anything, the same on the High Scars as on the Headwater roads. See A World in Two Halves.
- The Hearth-Weight Compacts
-
The Ogre civilization formed from c. 15,000 BR as the organized refusal of the Chain-Camps: no master, but a custom carried from camp to camp that a band is fed, sheltered, and protected before it lifts, and that a cheated band will remember. See The Bridge Peoples.
- The Heartwell Struggles
-
The first great Dark Elf-Dwarf war, c. 320,000-c. 314,000 BR, fought for the Rootstone Heartwell, whose grudges every later meeting of the two peoples inherits. See The Threads of History (FND).
- The Held
-
The name the people inside the Hushvale give it, who no longer remember that there is an outside; mostly of cradle-web Human descent, they live in isolated ward-villages and keep the Echo-Mother’s quiet-rites without knowing whom they are kept for. See Sealed and Silent Places.
- The Held Covenant
-
The faith of the Dwarven holds, in which the great gods are questions every hold must answer before its people; its clergy are custodians and its central rite the Proving of the Unbroken Line. See Faith in Practice.
- Hesserin the Shattered Saint
-
The faded Reedfolk god, a Resonant of Imago, of the Floodkeeper houses that would not be made servants of the Human river powers. See Peoples of the Water.
- High Elves
-
The Elven branch of the Crownboughs, which refined Wood Elf ways into living architecture, court ritual, and open rank; their civilization is the Crownbough Courts and their faith the Ordered Bough. See The Elder Peoples (FND).
- The High Scars
-
The travelling half of the Windscar: wind-broken shelves and storm-cut passes held by moving escorts, where a road is a line of knowledge, not a built surface. See The Windscar.
- Highbank
-
The Headwater side of Greyford, a walled town in small on a terrace above the flood line, which holds the bridge, the Bridge Hall, and the toll. See The Basins and the Marches.
- The High-Scar escort orders
-
The route side of the Windscar Pacts, hardened c. 121,000-c. 112,000 BR: route moots, cairn-line wardens, warning runners, and escort captains, who pay war-bands and bounty-takers by the head for the outlaws that raid their roads. See The Windscar.
- High-Scar Orcs
-
The Orcs of the exposed route side, who keep escort and passage on the High Scars. See The Windscar.
- Hobgoblin
-
The medieval word for a Goblin of an Iron Compact, and nothing more: not a separate species. See The Bridge Peoples.
- The Holdmaking of the Ironspine
-
The span, c. 465,000-c. 445,000 BR, in which the earliest Dwarves of the Ironspine became a hold people, for whom enduring means sound halls, safe passages, and memory cut in stone. See Stone and the Deep.
- The Homeward Set
-
The great current road of the Tidebound Reaches, which carries most runs home in return season. See The Tidebound Reaches and the Unrun Sea.
- The Human Corridor Orders
-
The span, c. 18,000-c. 7,000 BR, in which denser, harder-held Human orders grew along the corridor, with the Serathic League as their model. See How the Present Was Made.
- Humans
-
The young, fast people of the cradle-web’s basins and headwaters, of the balanced adaptive field, who emerged c. 300,000-c. 220,000 BR; what marks them is pace, and they form regional peoples rather than branches. See Humans.
- The Hushvale
-
A basin and valley chain under fog that never lifts, at the foot of an unnamed range on the edge of the Glassbelt Interior, sealed since a waking Record-engine and the rite that hid its survivors c. 1,200 CR. See Sealed and Silent Places.
I
- Ignis
-
The Prime of fire, energy, and transformation, the spark that turns ore to steel and potential into reality; its Harmonic is the Crucible. See The Ten Primes (FND).
- Imago
-
The Prime of identity and potential, the pull of every self towards the self it could become; its Harmonic is the Dreaming Veil. See The Ten Primes (FND).
- Incursion
-
A place where a Beyonder’s foreign law overrides the local one; only three have ever reached Caeldon, and each left a dead scar: the Hanging Vale, the Paling, and the Wrongwood. See What Waits Outside (FND).
- The Iron Compacts
-
The first great Goblin civilization, which took its present shape c. 20,000-c. 9,000 BR: armed Goblin companies that hold a road, a fort’s watch, or a ruin for a lord who would pay more to drive them out than to keep them, under a warrant he can tear up whenever it suits him. See The Bridge Peoples.
- The Ironspine
-
The long mountain belt beside the forest and the oldest Dwarven homeland, its holds cut into the mountain faces and its mines and underways running down into the rock. See Stone and the Deep.
- Ironspine Dwarves
-
The Dwarven branch of the mountain holds of the Ironspine, whose civilization is the Ironspine Holds. See The Elder Peoples (FND).
- The Ironspine Holds
-
The oldest Dwarven civilization, founded c. 460,000-c. 438,000 BR, whose unit is the hold, a stone-rooted order of defence, memory, and craft ruled by whoever keeps it standing. See Stone and the Deep.
- Iskel the Scribe of the Silent
-
The god of oaths, sworn testimony, and sealed bargains in the oath-houses and moot-halls of the Human corridor, a Resonant of Verba by whom oath-breakers are cursed. See The Gods of the Medieval Era.
- Island Gnomes
-
See Chainwake Gnomes.
- Ithaere the Drowned Mother
-
A Resonant of Aqua that condensed briefly out of the terror of the Drowning Bloom, when the Elves whose survivors became the Dark Elves prayed for permission to survive by any means, and faded when the waters receded. See Stewards and Resonants (FND).
K
- Kavari
-
A resident freshwater people of the far side’s tributary braids, gravel runs, and deep pools, neither Thaluren nor a river branch of the Reedfolk; their civilization is the Bankright Circles. See Peoples of the Water.
- The keeping
-
An Edgeway kindred’s long care for particular works along its circuit: a culvert cleared every spring, a well relined, a causeway braced before the floods. See The Civilizations of the Medieval Era.
- Keepright
-
The say a group holds in works it has returned to for generations, honoured by the others along the circuits and laughed at by lords. See The Threads of History (FND).
- The Kelpshade
-
The broadest kelp forest of the Tidebound Reaches, where returning runs rest and gather and the young first learn the sea. See The Tidebound Reaches and the Unrun Sea.
- Kerrund the Stone-Warden
-
The god of the Dwarven hold gates, a Resonant of Terra born at a besieged gate in the early deep conflicts; his question in the Held Covenant is "will you hold?" See The Gods of the Medieval Era.
- The Known Ways
-
The routes of the Roothollows that the route keepers count survivable, kept spoken rather than written and learned by mouth and by foot; a way struck from them leaves whoever lives beyond it outside the country in all but memory. See Roads, Rivers, and Crossings.
- Kobolds
-
A small, careful, underwork-adapted people who live wherever surface and underworld meet imperfectly, in mine-edges, drains, vents, and ruin underlevels; their civilization is the Underhouse Compacts. See The Bridge Peoples.
- Krystallis
-
The Shattered God, a Beyonder that is the consciousness of a cosmology of one infinite crystal, without time, growth, or decay. See What Waits Outside (FND).
L
- The Lacework
-
The marked inner channels behind the Tidelace islands that link harbour to harbour, whose marks a harbour child knows before the names of its towns. See The Tidelace and the Soundchain Roads.
- The Lantern Reaches
-
The calmest stretch of the Soundchain corridor, which keeps its good name by taking only light traffic. See The Tidelace and the Soundchain Roads.
- The Lantern-Sworn
-
The few ascetic followers of Ostrin vowed never to speak a lie, even to save a life, who stand at the Serathic oath-days to call out cheats and are disliked for their bluntness. See Faith in Practice.
- The Last Chamber
-
The deep god of refuge and survivable holding, a Resonant of Terra that condensed during the Heartwell Stakings; its question in the Held Covenant is "can this still bear?", and the Kobold underhouses honour it under a name of their own. See The Gods of the Medieval Era.
- The Last Keeping
-
The span, c. 150,000-c. 120,000 BR, in which the archive-law world shut its rolls and sealed its last cities, while the keepers who would not let the record die carried its oath forms, scripts, and some of its records to the Floodkeeper Houses. See Sealed and Silent Places.
- The Last Mark
-
The first marker of the inner pilot channel at a Soundchain station, the edge of everything the sound can give; past it only a harbour’s word lets a party go. See The Tidelace and the Soundchain Roads.
- The Last Registrar
-
The keeper remembered as having led the archive-cities in declaring their rolls complete, who came to believe the record was the only part of the world that could be made perfect. See Worlds That Came Before (FND).
- The Last Water
-
The final standing floodwater somewhere in the Upper Roothollows into which, Dark Elf laments say, Ithaere walked when her worshippers refused her. See Stone and the Deep.
- The Lastwater Wells
-
The chain of defended wells on the outermost spurs of the Rimward Basins, the last water any Pact custodian answers for and the first that Glassbelt crossers reach, often in poor shape. See The Windscar.
- The Late-Closure Terms
-
The first named quarrel under the Gravel Oath, c. 147,000-c. 146,000 BR, when a Thaluren run arrived late with a real emergency at a braid a Bankright council had already closed; the Kavari councils who held the water settled it on their own terms. See Peoples of the Water.
- The Law of the River
-
The terms of the Serathic river guarantees that say who may draw water and fish where, who holds each crossing, and what those who live along the Serath owe the towns that hold it; Serovan is said to have dictated it to the first guarantors. See The Basins and the Marches.
- The Laying Stone
-
The long table-stone on the Verge Stair landing where goods are set out and every gift is weighed twice. See The Forest Heartlands.
- The Leave Stair
-
The grown stair of root and bough from the highest terrace into the Crownbough canopy, which no visitor climbs without a house’s leave. See The Forest Heartlands.
- The Lee Road
-
The road from the Leeward fold markets over the Lee Wall to the Rimward Basins, under Windscar escort, which keeps Halfling market timing. See Roads, Rivers, and Crossings.
- The Lee Wall
-
The long ridge on the Windscar side of the Leeward Folds, no built wall at all, to which the Folds owe their life. See The Leeward Folds.
- The Leeward Folds
-
The Windscar’s opposite past a sheltering ridge: hollows, stepped terraces, orchard belts, and cistern-fed valleys, the first named homeland of the Halflings and of the Foldward Commons. See The Leeward Folds.
- The Leeward measure orders
-
The cistern halls, terrace watchers, orchard tally houses, and reserve counters of the Foldward Commons, hardened c. 146,000-c. 139,000 BR after the first great quarrel over honest measure, which make every count open to a neighbour’s challenge. See The Leeward Folds.
- The Leeward-Tidelace Measures
-
The far-side terms, c. 146,000-c. 140,000 BR, by which Halflings and Gnomes learned to make sense of each other’s very different kinds of care. See The Folds, the Scarps, and the Shore (FND).
- The Leeward-Tidelace Timing Oath
-
The oath, c. 136,000-c. 134,000 BR, that carried the end of the Counted Lee Timing Feud to every landing where fold loads meet harbour boats: when the harbour changes the day, it says so, the loss is shown to both sides, and someone pays. See The Folds, the Scarps, and the Shore (FND).
- The Leeward-Windscar Terms
-
The first lasting meeting ground of Halflings and Orcs, c. 160,000-c. 145,000 BR: escorted parties are owed an answer at fold markets and cistern halls, because the Pacts could close the Lee Road, but reception is not entry, and the folds stay shut behind them. See The Folds, the Scarps, and the Shore (FND).
- The Legend of the Unbroken Gate
-
The tale every Dwarven hold tells in its own version, of the deep gate breached at last until Kerrund stood in the doorway and would not move. See Stone and the Deep.
- Lifeforce
-
The settled balance of Prime energy each living being carries, inherited with its kind; it shapes healing, affinity, and the cost of magic, and it is neither a soul nor a measure of virtue. See How Magic Works (FND).
- The Listening
-
The watch kept at the bars of the Sunken Stairs through the wettest nights, when watchers in wet years hear water moving behind some of them. See Sealed and Silent Places.
- Liturgy
-
A formal rite of sanctioned symbols, words, offices, or shared assent, with or without a god’s support. See How Magic Works (FND).
- The Long Grey
-
The great fog belt of the outer Tidelace coast, which rolls in off open water with little warning and can lie on the straits for days. See The Tidelace and the Soundchain Roads.
- The Long Hunger
-
The span, c. 195,000-c. 160,000 BR, in which the failing high country stopped feeding large bodies, hunger-bands of Ogres turned their strength on others, and the camps that held bound strength to care as hearth-weight. See The Bridge Peoples.
- The Long Pan
-
The broadest floor of the Rimward Basins, which floods ankle-deep in a good year; its edge is the one place in the Basins where many kindreds camp side by side. See The Windscar.
- The Long Summer
-
The Halfling tale of the year Tamsel held the summer form for a whole year. See The Folds, the Scarps, and the Shore (FND).
- The Long Tally
-
The joint count of the Counted Lee, in which every declared window, every change to it, and every load that waited too long is written twice, once in fold count and once in harbour reading, side by side. See The Leeward Folds.
- The Long Tread
-
The greatest colossal road, running for weeks along the outer crest of the Ironspine, too broad for any living builder. See Roads, Rivers, and Crossings.
- Lowbank
-
The Marches side of Greyford, also called the Fordbank, lower and wetter, which holds most of the people who keep the crossing working. See The Basins and the Marches.
- The Lower River Absorptions
-
The span, c. 30,000-c. 8,000 BR, in which the Human river powers swallowed the Reedfolk water orders of the lower rivers and turned their command of the water into service, while still depending on what they knew. See Peoples of the Water.
- The Lower Serath
-
The lower course of the Serath and the crowded corridor of walled towns strung along it, bound into the Serathic League. See The Basins and the Marches.
- The Lower Serath Guarantees
-
The span, c. 26,000-c. 16,000 BR, in which oaths of safe passage, guarded crossings, and shared duty along the crowded lower river hardened into the river towns' first lasting pact, tying the right to take dues to keeping the river safe. See The Basins and the Marches.
- Lux
-
The Prime of light and possibility, the principle of revelation that makes the hidden visible; its Harmonic is the Shifting Path. See The Ten Primes (FND).
- The Lying Shoals
-
The worst braided reach of the Lower Serath, which keeps no channel from one low water to the next; the guarantee there is only as good as the pilot. See The Basins and the Marches.
M
- The Maintenance Reckoning
-
Lowbank’s name for the quarrel over the failing Greyspan: whether Highbank’s toll owes the bridge, and whether carrying it earns Lowbank a say. See The Basins and the Marches.
- The Many-Named
-
The god of memory kept by voice through the Unrecorded Age, a Resonant of Memoria fed by many peoples under many names, whom later scholars call the Oral Tradition. See Stewards and Resonants (FND).
- The March Wall
-
A broken run of Human frontier wall beyond which the country goes feral, still quarried for stone and argued over as a boundary. See The Basins and the Marches.
- March-towns
-
The walled markets of the Confluence Basins where roads cross rivers, each with a mill and an oath-house, and the larger ones a record-house. See The Basins and the Marches.
- Maris of the Tides
-
The sea god of the Tidelace Coasts, a Resonant of Aqua born in the Decade of Storms from the prayers of coastal Humans and Gnome harbour towns; her Festival of the Tides brings whole harbours down to the quays. See The Gods of the Medieval Era.
- The mark
-
The shared waymark script of the Edgeway Kindreds, cut, painted, or stacked onto ruins along the circuits; keep-marks say a ruin is spoken for, danger-marks grade a structure from braced to never-touch. See The Civilizations of the Medieval Era.
- The Market Round
-
The seasonal circuit of fold markets, each fold hosting in turn as its harvest allows, in an order old enough that changing it is a matter for every fold. See A Year in the Medieval Era.
- The Material Plane
-
The central Anchor, also called the Equilibrium: Caeldon’s own plane, the hub of the Veil, and the only plane where free will truly works. See The Planes (FND).
- The Measure Cistern
-
The great cistern hall of the Leeward Folds, on the windward side where the Lee Road comes in. See The Leeward Folds.
- The Measure Cistern Crisis
-
The clash of Orc escorts and Halfling counters at the Measure Cistern, c. 147,000-c. 143,000 BR, in which armed Windscar escorts camped outside the cistern until sworn terms ended the fighting, and the cistern halls first gave their four answers: receive, delay, send on, or sustain for a while. See The Folds, the Scarps, and the Shore (FND).
- The Measure Cistern Reckoning
-
The Halfling quarrel of c. 154,000-c. 148,000 BR in which good harvests and outside traffic pulled the folds two ways, and the Commons learned to tell honest reserve from hoarding, and welcome they could afford from welcome given for show. See The Folds, the Scarps, and the Shore (FND).
- The Measured Seal
-
The deep god of closure, a Resonant of Terra of black ironstone with one arm a gate-leaf, trusted to see a necessary closing and the reckoning after it; its question in the Held Covenant is "must this close?" See The Gods of the Medieval Era.
- The Medieval Era
-
The era this edition describes, set around 1,350 CR. See A World in Two Halves.
- The Medieval Present
-
The ninth age, c. 500-c. 1500 CR, which the Settlement shades into without a border. See How the Present Was Made.
- Memoria
-
The Prime of memory, history, and narrative, the principle that the past does not vanish; its Harmonic is the Eternal Record. See The Ten Primes (FND).
- The Mending Orders
-
The first Wrought civilization: sanctuary workshops that from c. 50 CR hid newly awakened Wrought in their walls and swore to who they were against the Unmakers, and by c. 200 CR had houses in most mixed towns of the Headwater, Ironspine, and Broken Marches worlds; they still swear that a Wrought stays the same person through damage and repair. See The Bridge Peoples.
- Mereth the Salt-Witch
-
The faded god of a vanished inland-sea people of the Glassbelt Interior, a Resonant of Aqua whose stillness helped turn their sea to salt. See Stewards and Resonants (FND).
- Mineframe
-
One of the six Wrought design lineages; with the Forgeframe line it holds most of the Wrought of the Ironspine. See Stone and the Deep.
- The Mixed Bridge Oath
-
The old oath at Greyford, sworn when nobody remembers, that the crossing lives by many hands, from the toll-gate to the side-ford guides. See The Basins and the Marches.
- The mixed circle
-
The circle of Thaluren and Gnomes on the Saltline Shelf of the Split Reed Mouth, where both say what the water is being used for and argue quarrels over the mouth first, in the old set words. See The Tidelace and the Soundchain Roads.
- Mnemosyne Null
-
The Unwritten, a Beyonder from a cosmology with no memory, which does not kill but un-writes: colour, then detail, then meaning, then a person’s name and language. See What Waits Outside (FND).
- The Mountain-Father
-
See Haurûm the Mountain-Father.
- Mythic traits
-
Rare exceptional gifts that appear in otherwise ordinary members of any people: uncanny luck, kinship with beasts, a sense for dreams or for death, an ear that hears truth, a feel for the way through. See How Magic Works (FND).
N
- The Naming Reach
-
The watched water under the closed First Nesting Confluence, to which pilgrims and run-watchers climb each return season to name the old water aloud. See The Tidebound Reaches and the Unrun Sea.
- The Nine Hammer Forges
-
The guild tradition where smith-mages learn Crucible and Forge Magic through metal, and smithcraft and magic are inseparable. See The Schools of Magic (FND).
- The Nothing
-
What lies beyond the Boundary, outside the order of the cosmos; the highest scholarship disputes whether it is merely absent or, as the Great Filter holds, predatory. See The Veil and the Outside (FND).
- Nursery custodians
-
The Kavari keepers who clean, turn, shade, and defend the gravel beds where Kavari young grow. See Peoples of the Water.
O
- The Oath Cistern
-
The Rimward stronghold and cistern at the foot of the busiest ramp down the Shearline, where the wells and the escorted roads must answer to one another, and the test of every Pact oath since the Rimward Passage War. See The Windscar.
- The Oath of Layers
-
See The Serathic Oath of Layers.
- Oath-days
-
The days when the lord or the town’s elders of the Confluence Marches sit in judgement, binding bargains under Iskel and hearing accusations under Ostrin. See The Civilizations of the Medieval Era.
- Oath-Inscription
-
The named compound tradition that joins retention and formal naming to fix a commitment into lasting record, at home with scribes, priests, and scholars. See How Magic Works (FND).
- Oath-right
-
The later of the two Headwater Rites, which brings the right to swear, inherit, and bind in one’s own name. See The Basins and the Marches.
- Ogres
-
A load-bearing people, living where settled worlds need heavy work but will not let the workers belong; their custom is hearth-weight and their civilization the Hearth-Weight Compacts. See The Bridge Peoples.
- The Open Bench
-
The open-air bench beside the Sounding Gate’s sounding house where every reading is called aloud before any mark is touched. See The Tidelace and the Soundchain Roads.
- The Open-Run Concords
-
The Thaluren civilization within and around the Returning Concord, risen from redirected return, which holds that a rightful return may move to other waters if it carries memory-debt towards the poisoned source. See The Civilizations of the Medieval Era.
- Open-Steppe Orcs
-
One of the living Orc identities, also called Far-Route Orcs. See The Folds, the Scarps, and the Shore (FND).
- The Oral Tradition
-
See The Many-Named.
- Orcs
-
The far-side people of harsh-land endurance, escorted roads, and sworn passage, neither twisted Humans nor mere raiders; their homeland is the Windscar Expanse and their civilization the Windscar Pacts. See The Folds, the Scarps, and the Shore (FND).
- The Ordered Bough
-
The High Elf faith of tending life towards its intended form, whose temples are temple-gardens and whose clergy are tenders; its most powerful and most contested patron is Saerith the Mirror-King. See Faith in Practice.
- Organized religion
-
The third floor of belief: shared doctrine, trained clergy, temples, pilgrimage, sacred rules, and a faith that speaks for more than one place, such as the Sworn Accord, the Held Covenant, the Ordered Bough, and the Way of Return. See Faith in Practice.
- Ostrin the Lantern-Bearer
-
The severe, blind god of the Serathic towns, a Resonant of Lux born of grievance over dues taken and upkeep never done, who drags hidden wrongs into the light; the Ashen Lantern is called his eye. See The Gods of the Medieval Era.
- The outer fire
-
The first step of Thornbound hospitality: a fire outside the hedge and food for a fixed number of nights, under watch; the blind way inside and, after seasons of return, the known way follow. See The Forest Heartlands.
- Outfold Halflings
-
See Edgefold Halflings.
- The Outside
-
The reality beyond the ordered cosmos, past the Boundary, from which the Beyonders come. See The Veil and the Outside (FND).
- Ozhar the Pyre-King
-
The god of the elder Ash-Furnace world, a Resonant of Ignis and the terrible face of fire, whose name is still forbidden near any furnace. See Worlds That Came Before (FND).
P
- The Paling
-
The colourless country between the Lower Serath and the Witnessfields, round the letterless walls of the archive river city that forgot its name, left by the Mnemosyne Null Incursion, c. 132,000-c. 130,000 BR. See The Basins and the Marches.
- The Parched
-
The Deficit Plane without sustenance, where water and food are absent and every living thing must consume before it is consumed; its people are the Dust-Eaters, and those who stay too long fall to the Thirst-Madness. See The Planes (FND).
- Passward shelters
-
The stone-walled refuges at the mouths of Windscar passes and the ends of exposed stretches, kept stocked by whoever holds the route. See The Windscar.
- The Patience
-
The name every Orc escort gives the largest lee anchorage below the Gullstair, where held parties wait. See Roads, Rivers, and Crossings.
- Pattern
-
The scholars' word for what people call the self: a living, changing configuration of thought, feeling, moral reflex, bonds, and a cadence of resonance particular to one person. See What Makes a People (FND).
- The Primes
-
The ten foundational forces of the cosmos, which differentiated one after another from a single Original Potential; they are forces, not persons, and their currents run through everything. See The Ten Primes (FND).
- Protection
-
The first layer of the Serathic Oath of Layers, given to everyone a river town takes in: food in a famine, a place behind the walls, and a house that will avenge them. See The Basins and the Marches.
- The Proving of the Unbroken Line
-
The Held Covenant’s central rite, a grave ordeal before the hold in which a person proves they still belong to it. See Faith in Practice.
Q
- Quennet the Clockmaker
-
The god of the Gnome harbours, a Resonant of Aion who stretches a closing tide-window by a breath; he is fading, because a harbour that can name who bears a lost moment, and make them pay, no longer needs to beg a god for one. See The Gods of the Medieval Era.
- Qzoth
-
The Becoming, a Beyonder from the Protean Abyss that changes things without reason, direction, or end; it arrives as the Bloom, a writhing tower of flesh. See What Waits Outside (FND).
R
- Rakhal the Storm-Caller
-
The Orc god of the scouring wind of the Windscar, a Resonant of Zephyr who breaks what has gone stale; his following is growing, and he grows more volatile with it. See The Gods of the Medieval Era.
- The Rattlecut
-
The worst stretch of the Headwater road, a gorge so narrow that in a wet spring the river takes the road; a Troll house keeps it. See The Basins and the Marches.
- Ravine houses
-
The Crossing-Oath houses of the ravines that take their fee and bargain over warning and safe-conduct. See The Civilizations of the Medieval Era.
- The Reading Steps
-
The flight of steps cut one measure apart down the inner wall of the Measure Cistern, by which the water’s depth is read. See The Leeward Folds.
- The Reciting of the Names
-
The Orc rite at the treaty-grounds in which the dead are named aloud with the crossings they held, as Ushkar’s rite requires. See A Year in the Medieval Era.
- Record
-
The deep retention of coherent Echoes in the cosmos’s own memory, chiefly in the Eternal Record. See What Makes a People.
- Record-day
-
The day once a year, after the harvest levy is counted, when the oath-house reads the year’s entries aloud and anyone who disputes one must say so then; a poor family’s challenge to a rich one seldom outlasts the reading. See The Civilizations of the Medieval Era.
- The Record-engine
-
The under-mountain work of the Sepulchre-Kin, of name-vaults, burial chambers, and preservation cores, built to hold the dead until they settled into Record, which in the Unburial War preserved its own people to death. See Worlds That Came Before (FND).
- Redirection Assemblies
-
The Thaluren gatherings, once called only in disaster, that decide whether a blocked or blighted run may climb other waters without losing its right. See The Civilizations of the Medieval Era.
- Reedfolk
-
A secondary species of the wet threshold, at home where land and water never settle which is which, and no branch of Humans, Elves, or Dwarves; their strongest country is the lower Confluence Basins and the Lower Serath, and their order is the Floodkeeper Houses. See Peoples of the Water.
- The Reedmere
-
The greatest of the reed and fen reaches of the Confluence Basins, above the Lower Serath, and the main Reedfolk country inside the Basins; no sensible boat crosses it without a Reedfolk pilot. See The Basins and the Marches.
- Reserve-right
-
The claim of the anchored side of the Windscar Pacts, strongest in the Rimward Basins, to shut its wells when a stronghold on the rim would otherwise fail; set against treaty-right in the Rimward Passage War. See The Windscar.
- The Resonant Zones
-
Places where a Harmonic presses through into an Anchor and overwrites its law for a while, for an hour or for an age. See The Resonant Zones (FND).
- The Resonants
-
The gods mortals made without meaning to, condensed out of a Prime’s current by what they feared and loved; they can fade, sleep, or die when their worship goes. See Stewards and Resonants (FND).
- Restoration
-
The rebuilding of a workable continuity out of surviving Echoes and trustworthy Record; whether the one who returns is the one who died, families and faiths answer by belief. See What Makes a People.
- The Returning Concord
-
The first named Thaluren civilization, which binds sea settlements, estuary thresholds, and upriver spawning sanctuaries into one world of return; it is not a sea kingdom. See The Civilizations of the Medieval Era.
- The Rimefold
-
The polar ice coast north of the cradle-web, where the Long Tread ends at the White Stair; home of seal- and whale-hunting Human clans and of the Rimewrights. See A World in Two Halves.
- The Rimewrights
-
A lesser line of the Giants who walked north out of the Stormcrown in the deep past and keep ice-cut halls behind the White Stair in the Rimefold; the last people on Caeldon who still build at the colossal scale. See A World in Two Halves.
- The Rimward Basins
-
The anchored half of the Windscar: closed basins whose rims carry the strongholds, defended wells, and rock-cut cisterns that let Orc life stay in one place. See The Windscar.
- Rimward Orcs
-
The Orcs of the anchored basin side, who hold the wells and cisterns of the Rimward Basins. See The Windscar.
- The Rimward Passage War
-
The early Windscar war of c. 135,000-c. 128,000 BR in which Rimward strongholds shut their wells and High Scar escort-bands took water by force, until the Pacts swore new terms over the dead that told reserve-right from treaty-right. See The Folds, the Scarps, and the Shore (FND).
- The Rimward Well-Keepers
-
The well-holding side of the Windscar Pacts, hardened c. 124,000-c. 116,000 BR after the Rimward Passage War: well-keepers, cistern guardians, reserve moots, and answer bearers. See The Windscar.
- The Rise of the Archive-Law Civilization
-
The span, c. 235,000-c. 175,000 BR, in which the archive-cities, oath halls, and marker roads of the archive-law world spread across the Witnessfields. See Sealed and Silent Places.
- The Rise of the Upland Colossal Civilization
-
The span, c. 260,000-c. 195,000 BR, in which the colossal peoples built their terraces, ridge roads, weather shrines, and great exposed roads across the high country. See Sealed and Silent Places.
- The River-Lords' Peace
-
The pacts of c. 17,000-c. 7,000 BR, sworn and broken and sworn again, with fortified crossings and shared customs, that turned the Serathic towns into a lasting river league. See How the Present Was Made.
- Roads and Crossings
-
The thread of Caeldon’s history that asks who keeps the ways open and who pays for them, from the colossal roads and their oaths to keepright and the debt on the corridor roads. See The Threads of History (FND).
- The Root Course
-
The uppermost course of the Verge Stair, which High Elf roots have spread across until it lies half under root. See The Forest Heartlands.
- The Rootcrown Concord
-
The oldest Elven civilization, the Wood Elves of the Elderweald, gathered c. 490,000-c. 460,000 BR: no capital and no seat that speaks for all, only sacred places, elders whom the groves heed, and a shared duty towards the living land. See The Civilizations of the Medieval Era.
- The Roothollow Rupture
-
The catastrophe of c. 335,000-c. 328,000 BR that drove the Dark Elves deeper and began the Elf-Dwarf enmity; at its heart was the Drowning Bloom. See The Threads of History (FND).
- The Roothollows
-
The root-caverns beside and beneath the forest, where the forest’s roots come down through the ceiling and grow into the stone; the country of the Dark Elves. See Stone and the Deep.
- The Rootstone Heartwell
-
A deep water source, crossing of ways, structural anchor, and remnant of the old underworld at once, fought over in the Heartwell Struggles and claimed by oath ever since. See Stone and the Deep.
- The root-year
-
The rising and falling of sap in the living roots, which keeps the seasons of the Roothollows and sets most Gloamroot house business. See A Year in the Medieval Era.
- The Rotting Crown
-
The Cast-Out of Terra that was the Keeper of the Line, until it came to dread every yielding of rule and bound generations into one chain of flesh and will. See What Waits Outside (FND).
- Route keepers
-
The members of the Gloamroot orders who walk and keep the Known Ways, decide which stay survivable, lodge in the houses' threshold chambers, and teach the ways to children; striking a way off the reckoning is theirs to do and theirs to answer for. See The Civilizations of the Medieval Era.
- The Runs That Arrived
-
The Thaluren of the Dawnreach, sea-folk descended from Outer-Route runs that pressed past the Far Set long ago and never came home. See A World in Two Halves.
- Run-Watchers
-
The Thaluren keepers who say whose ascent is rightful, remember who returned rightly and when, and speak in quarrels over who may climb which water. See The Civilizations of the Medieval Era.
- The Rust Flower
-
The Beyonder of premature ending, from the Oxidized Wastes, under which steel, stone, and flesh fall apart before their time; it yields to preservation. An example of what a Beyonder could be; none of its Incursions has reached Caeldon. See What Waits Outside (FND).
S
- Saerith the Mirror-King
-
The High Elf god of the Crownbough Courts and of finished form, a Resonant of Imago born of the houses' pride and fear of being found less than they claimed; the most powerful and most contested patron of the Ordered Bough. See The Gods of the Medieval Era.
- The Sallow
-
The narrow, silt-heavy river of the Briarreach whose cut carries the region’s one reliable through-route, its crossings kept by Troll houses. See The Forest Heartlands.
- The Saltline Shelf
-
The broadest reed-shelf of the Split Reed Mouth, at the inner edge of the brackish water, where the mixed circle of Thaluren and Gnomes meets to say what the water is being used for and to argue quarrels in the old set words before anyone reaches for a spear. See The Tidelace and the Soundchain Roads.
- The Salvage Peoples
-
A people defined less by descent than by practice, risen from survivor lines who walked the abandoned colossal roads: travelling, reading structures, recovering material, and keeping broken works usable. Their first order is the Edgeway Kindreds. See Worlds That Came Before (FND).
- Sanctified Magic
-
The compound school of Lux with Verba, Aqua, and Terra, which treats magic as covenant made practical. See The Schools of Magic (FND).
- Sanctuary Custodians
-
The Thaluren keepers of the spawning grounds, who judge whether a water is fouled or defiled and have the last word when the waters of the young are in danger. See The Civilizations of the Medieval Era.
- The Scourge
-
The Deficit Plane without safety, a world of constant danger whose scarred people are the Scourge-Born; it is reached through War-Gates, and those who stay too long risk the Blood-Fury, a rage that turns them on friend and foe alike. See The Planes (FND).
- Seal practice
-
The Held Covenant as Stonewake and the deep holds keep it: severe, slow to reopen what has been closed, leaning on the Measured Seal and the Last Chamber. See Faith in Practice.
- The Sealing of the Upper Roothollows
-
The sealing, abandonment, and ritual barring of the ruined passages, c. 328,000-c. 318,000 BR. See The Threads of History (FND).
- Sea-Settlement Speakers
-
The Thaluren keepers who carry the voice of the sea settlements, where most Thaluren live, into sanctuary quarrels, and hold sea life to the old spawning rules. See The Civilizations of the Medieval Era.
- The Second Channel
-
A lesser but survivable spawning water farther along the Thaluren return, which took in redirected clutches after the oldest confluence was poisoned, and the first alternate water accepted, on sufferance. See The Tidebound Reaches and the Unrun Sea.
- The Second-Channel Feud
-
The first great Thaluren feud over a redirected run, c. 160,000-c. 156,000 BR, fought over whether the Second Channel could be used before the old water had been answered; it ended in a bargain neither side could break. See Peoples of the Water.
- The Sepulchre-Kin
-
A remote mountain-basin people of the Elder Worlds, c. 160,000-c. 120,000 BR, whose civilization was built around death-work, burial depth, and the refusal of oblivion, and which fell in the Unburial War. See Sealed and Silent Places.
- The Serath
-
The great river into which the rivers of the Confluence Basins gather. See The Basins and the Marches.
- Serathic Humans
-
The Human regional people of the Lower Serath and its river towns. See Humans.
- The Serathic League
-
The Human civilization within the Confluence Marches of the walled towns of the Lower Serath, founded c. 22,000-c. 16,000 BR and bound by sworn guarantees and the great river houses rather than by a crown. See The Basins and the Marches.
- The Serathic Oath of Layers
-
The oath the great Serathic river houses forced on a feuding river town, c. 19,000-c. 18,000 BR, with their boats drawn up behind them: three thresholds of belonging, Protection, Stewardship, and the full oath, kept by the houses' boats and spears. See The Basins and the Marches.
- Serovan the River-King
-
The god of the Serath, a Resonant of Aqua, more foreman than monarch, who stands first in the Sworn Accord beside Anvelle; his Festival of the First Flow opens the river’s year. See The Gods of the Medieval Era.
- Sessik the Tongue-Taker
-
A Resonant of Verba that older Kobold lines feared as a punisher of noise in the tunnels, which faded once shared sound codes made silence a skill. See Faith in Practice.
- The Settlement
-
The eighth age, c. 2,000 BR-c. 500 CR, in which the lordships, holds, leagues, and temples of the medieval world dug in, most of them won by the sword, and the Wrought awoke. See How the Present Was Made.
- The Shadewells
-
Walled oasis cities built deep around their wells on the Salt Road, south beyond the deep Glassbelt, where magic takes its cost first from shade and the cities keep shade as other lands keep grain; known to the old world only through foundling shade and the Bright Well. See A World in Two Halves.
- The Shadow Stitcher
-
The Cast-Out of Umbra that was the Weaver of Songlines, until it resolved that no one should ever be alone, and offers the lonely a bond that will never leave. See What Waits Outside (FND).
- The Shaping of the Roothollow-Stonewake Interface
-
The forming of the threshold between root-cavern and dense stone, c. 345,000-c. 340,000 BR, on the edge of an already standing Stonewake Compact. See Stone and the Deep.
- The Sheaf Road
-
The basin grain road from granary to granary and march-town to march-town along the valley rises above the flood line. See The Basins and the Marches.
- The Shearline
-
The greatest escarpment of the Windscar, the cliff-broken edge where the High Scars drop towards the basin rims. See The Windscar.
- The Shorn
-
The Orc camel-clans of the deep sand south of the Shadewells, descended from struck bands that walked south out of the Rimward country after the Rimward Passage War. See A World in Two Halves.
- Sihri
-
An insect-like forest people of the Dawnreach, the height of a child, found nowhere else, whose click-song is their speech, memory, warning, and prayer. See A World in Two Halves.
- The Silence
-
The Deficit Plane without meaning, the cruellest of the five because what it takes is the self; its natives are the Hollows, and its Quiet Gates are libraries where nobody reads any more and places of deep meditation. See The Planes (FND).
- The Silence Seed
-
The Quiet Plague, a Beyonder whose sign is what stops: birdsong, the wind in the grass, a traveller’s own footsteps; it breaks on loud, ragged noise. An example of what a Beyonder could be; none of its Incursions has reached Caeldon. See What Waits Outside (FND).
- The Slowwater
-
The main water of the Elderweald, wanted by the holds upstream and the farms downstream alike. See The Forest Heartlands.
- Sollun
-
The river people of the Green Deep, small and six-limbed, found nowhere else; each hive is one mind in hundreds or thousands of bodies. See A World in Two Halves.
- The Soundchain Closure Terms
-
The terms the Soundchain harbours and the Windscar Pacts struck after the selective-closure fighting, c. 104,000-c. 102,000 BR: the harbours may still shut parts of the corridor, but must name what they shut, say where, and answer for all of it at once. See The Tidelace and the Soundchain Roads.
- The Soundchain Roads
-
The chain of roadsteads, lee sounds, transfer quays, and pilot stations along the Tidelace’s Windscar-facing edge, where escorted Orc parties are met, counted, and answered by Gnome station crews. See The Tidelace and the Soundchain Roads.
- The Soundchain Selective Closure
-
The first great Orc-Gnome quarrel of the corridor, c. 109,000-c. 104,000 BR, in which the Soundchain harbours shut the corridor piece by piece and Windscar convoys forced the barred passages against hired harbour crews. See The Tidelace and the Soundchain Roads.
- The Sounding Gate
-
The best-known harbour entrance of the Tidelace, the marked mouth of a Gaugeward harbour with its sounding house, beacons, and Open Bench, held by the harbour families who decide who may pass it and when. See The Tidelace and the Soundchain Roads.
- The Sounding Gate Quarrel
-
The early Gnome feud at the Sounding Gate, c. 155,000-c. 149,000 BR, which cost ships and crews before the strongest League houses forced terms that tell honest exactness from pride in procedure. See The Folds, the Scarps, and the Shore (FND).
- Spellcraft
-
Method-driven casting by trained technique, fuelled from personal, environmental, stored, or other non-patron sources. See How Magic Works (FND).
- The Split Reed Mouth
-
The mixed estuary on the coastward edge of the Tidebound Reaches where a Thaluren return river breaks into braided channels around reed-shelves; centre of the Estuary Terms. See The Tidelace and the Soundchain Roads.
- The Spread of the Predecessor-Frames
-
The span, c. 16,000-c. 2,000 BR, in which Dwarven workframes left the holds along the Headwater roads and spread across the corridor world as labour that could not refuse. See The Bridge Peoples.
- The Starving Winter
-
The basin tale, told more often where levies rise, of the year the people refused to rest the land and half the villages starved. See The Basins and the Marches.
- The Stele of Names
-
The stone Ushkar the Ancestor-Warden carries on his back, on which every name that kept faith with him is cut. See The Folds, the Scarps, and the Shore (FND).
- The Steward of Purifying Fire
-
The Steward of Ignis who burns disease without hating the sick and corruption without glorifying ruin. See Stewards and Resonants (FND).
- The Stewards
-
The offices of the Primes, each holding one threshold that reality cannot afford to lose; a Steward is always of a Prime, and mortals know them as saints, heralds, judges, watchers, or gate-keepers. See Stewards and Resonants (FND).
- Stewardship
-
The second layer of the Serathic Oath of Layers: the right to hold property, debts, or goods in trust under an elder’s eye or within limits, without yet the full authority of a grown heir. See The Basins and the Marches.
- The Still Well
-
The Orc tale told against the strongholds, of a camp that stayed at one well until the water soured, until the Storm-Caller tore the shelters down and drove it on. See The Windscar.
- Stillgate
-
The sealed archive-city of the Witnessfields nearest the corridor, where the closing words of the registers are cut into the gate. See Sealed and Silent Places.
- Stonelocking
-
The named compound tradition that reinforces structure with time: walls that resist ageing, anchors that hold across generations, tombs that do not settle. See How Magic Works (FND).
- The Stonewake Compact
-
The Dwarven civilization within the Ironspine Holds, founded c. 360,000-c. 348,000 BR: a deep-hold order of guarded ways, reservoirs, and archives, with the severest closure custom in the lower world, under which a shut door can save a hundred holds or bury the people behind it. See Stone and the Deep.
- The Stonewake Deeps
-
The deep central hold-cluster below the Ironspine, where more of the lower world’s routes and water converge than anywhere else, and where a sealed door is at once an oath, a prayer, and a border. See Stone and the Deep.
- The Stormcrown
-
The high country above the Ironspine holds, bare ridges and storm shelves where the Upland Colossal world left its terraces, ridge roads, and weather shrines; the colossal heartland still. See Worlds That Came Before (FND).
- Storm-Forge
-
The named compound tradition that pairs fire and wind in mutual support, the forge-work of smithing peoples and weather-workers alike. See How Magic Works (FND).
- The Sunken Stairs
-
The mouths of root-grown stairways that once ran from the deep groves of the Elderweald down into the Roothollows, ending now in silt and bars. See Sealed and Silent Places.
- The Swearing of the Crossing-Charges
-
The span, c. 230,000-c. 190,000 BR, in which Troll lines holding the crossings of the colossal roads were given lasting charges by the road-builders and swore the first bridge-oaths, which they kept after that world went silent. See The Bridge Peoples.
- The Sworn Accord
-
The faith of the Human corridor world, the Confluence Marches and the Serathic League, which treats gods as the river towns treat strangers: a god is honoured in common once a town has sworn to it and entered it on the roster in its oath-house, and Anvelle and Serovan stand first. See Faith in Practice.
- The Sworn Ledge
-
The treaty-ground shelf at the Oath Cistern where High-Scar captains hand their parties over and the stronghold gives its answer. See The Windscar.
T
- The Taken
-
The Sepulchre-Kin preserved as damaged Echoes inside their dormant Record-engine, the last of the Tomb-Builder’s worshippers. See Worlds That Came Before (FND).
- The Tallgrade
-
The oldest road of the Broken Marches, on a grade too broad and too even for anyone now alive to have laid. See Roads, Rivers, and Crossings.
- Tamsel the Season-Weaver
-
The god of the turning year in the Halfling folds, a Resonant of Aion who is young and green in spring and pale and frosted in winter; the Festival of the Turn is kept for Tamsel. See The Gods of the Medieval Era.
- Tavi the Bard of the Broken
-
The Goblin god of a history no lord would write down, a Resonant of Verba grown verse by verse from the struck warrants and lost seams Goblins kept in song. See The Gods of the Medieval Era.
- Tenders
-
The clergy of the Ordered Bough, whose authority rests on patience and on what has visibly flourished under their care. See Faith in Practice.
- Terra
-
The Prime of earth, structure, and permanence, the framework on which every other force builds and the first of the ten to wake; its Harmonic is the Iron Backbone. See The Ten Primes (FND).
- Thaluren
-
An ancient oceanic people of the Tidebound Reaches, no branch of the Elves despite the misnomer "sea-elves"; they live at sea but are born upriver, and the return to spawn shapes all their custom and faith. See Peoples of the Water.
- Thorn Elves
-
The Elven branch that hardened under the harsh woodland of the Briarreach towards caution, defensive adaptation, and strict boundary custom; their civilization is the Thornbound Circles. See The Elder Peoples (FND).
- The Thornbound Circles
-
The Thorn Elf civilization of the Briarreach, founded c. 405,000-c. 392,000 BR, whose own gift is earned hospitality: a stranger is let in only by steps and under a sponsor. See The Civilizations of the Medieval Era.
- The threshold chamber
-
The outermost chamber of a Gloamroot house, where the way enters, the route keepers lodge, and strangers are received. See Stone and the Deep.
- The threshold watch
-
The watch of a Gloamroot house, changing at fixed turns, in which someone of the house sits in the threshold chamber with a route keeper, and a house that refuses a stranger there lives with the refusal for generations. See A Year in the Medieval Era.
- The Tidebound Reaches
-
The far-side water-world that binds sea and river into one: current roads, reef and kelp settlements, estuaries, and upriver spawning approaches; the homeland of the Thaluren. See The Tidebound Reaches and the Unrun Sea.
- The Tidelace
-
See The Tidelace Coasts.
- The Tidelace Answering Custom
-
The custom, c. 137,000-c. 135,000 BR, that the great harbours carried along the coast after the Answering Sound: a harbour that makes a party wait must say why, for how long, and whether the answer is really no. See The Folds, the Scarps, and the Shore (FND).
- The Tidelace calibration orders
-
The Gnome orders, c. 148,000-c. 132,000 BR, that grew out of the Sounding Gate Quarrel inside the Gaugeward Leagues and carried its terms into marker rounds and open benches across the coast. See The Folds, the Scarps, and the Shore (FND).
- The Tidelace Coasts
-
The broken far-side coast of inlets, island chains, tidal straits, cliff harbours, and fog belts, where nobody enters the sea without reading it first, and some hamlets keep a wrecker’s lamp; the country of the Gnomes. See The Tidelace and the Soundchain Roads.
- The Tidelace Coastward Exchanges
-
The first calmer age of Orc-Gnome trade on the Tidelace, c. 121,000-c. 112,000 BR, under a curbed Answerward Pilotage, when convoys came down the cliffs to known roadsteads and the worst dangers were fog, wreckers, and the dead who row in it. See The Tidelace and the Soundchain Roads.
- The Tidelace-Windscar Approaches
-
The far-side terms, c. 148,000-c. 138,000 BR, reached after escort-bands raided the outlying sounding houses and harbour crews burned the Orcs' boats, that told reception at the outer shore from entry to the inner harbour. See The Folds, the Scarps, and the Shore (FND).
- The Tidelore Hospice of Maris
-
A harbour hospice of the Tidelace Coasts kept under the name of Maris of the Tides, famous for healing arts and the magic of surviving the sea. See Magic in Ordinary Life.
- Toll’s End
-
The point on the Serath above which the League’s guarantees end and a basin lord’s men take what they like and give no tally; corridor folk use the name for the corridor’s upper edge. See The Basins and the Marches.
- The Tollwardens
-
The lord’s keepers of the Greyford toll-gate, who take what the lord asks for each load and chalk a mark on the cart. See The Basins and the Marches.
- The Tomb-Builder
-
The god of the Sepulchre-Kin burial houses, a Resonant of Terra whose obsession with permanence drove the Unburial War; his true name is held inside their Record-engine. See Worlds That Came Before (FND).
- Treaty-right
-
The claim of the exposed side of the Windscar Pacts, strongest in the High Scars, to passage sworn to an accepted escort, which obliges a well-keeper to give one of the three answers rather than a bare refusal. See The Windscar.
- Trolls
-
A people of wounded frontiers, whose bodies carry Failed Mending, found where land and works refuse to heal and holding the crossings no one else will keep; their civilization is the Crossing-Oath Houses, and their lines are called woundlines. See The Bridge Peoples.
- The Turnwater Quays
-
The busiest station of the Soundchain Roads, a cluster of quays, a beach yard, and a declaration house in the corridor’s largest sound. See The Tidelace and the Soundchain Roads.
- The Turnwater Reopening Accord
-
The last of the great far-side terms, c. 100,000-c. 98,000 BR, an Orc-Gnome accord that reopened chosen kinds of Soundchain traffic at Turnwater one cargo and one season at a time, under old grudges and new wreckers. See The Folds, the Scarps, and the Shore (FND).
- The Turnwater Roll
-
The list kept by the Turnwater declaration clerks of the kinds of traffic reopened since the closure years, each with its season and the day it is next asked about. See The Tidelace and the Soundchain Roads.
- The Twofold Waters
-
The rule of the Gravel Oath Accord that a channel may be return-water to one people and dwelling-water to another at the same time, and belongs first to those who already raise their young in it. See Peoples of the Water.
U
- Ulaun the Stilled Hour
-
The Resonant of Aion born of Thaluren dread as egg blight entered the First Nesting Confluence; the stillness she gave held the clutches in a prison from which they could never hatch. See Peoples of the Water.
- Umbra
-
The Prime of shadow and the trace, the principle of what remains; its Harmonic is the Whispering Trace. See The Ten Primes (FND).
- The Unburial War
-
The unrecorded fall of the Sepulchre-Kin, c. 110,000-c. 80,000 BR, in which their burial houses turned their power over the dead on one another. See Worlds That Came Before (FND).
- The Undercroft Fair
-
The best-known Edgeway gathering-market, held in the vaulted cellars of a ruined storework in the Broken Marches. See Roads, Rivers, and Crossings.
- The Underhouse Compacts
-
The first named Kobold civilization, grown from older underhouse lines and from the vent-kin who survived the ash-furnace world, whose strength is the collective refusal. See The Bridge Peoples.
- The Understorey Courts
-
The terraced receiving grounds at the foot of the Crownbough canopy where envoys and petitioners wait, often for a long time; few are taken higher. See The Forest Heartlands.
- The Undrawn Seal
-
A closure on the Roothollow-facing edge of the Stonewake Deeps, entered in the archives as temporary and never reopened. See Stone and the Deep.
- The Unformed
-
The one undivided potential from before the Primes, still lying beneath all they defined and pressing towards the undoing of form; it feels no malice, its threat is a gradual loss of meaning, names, and edges, and the ten named Unformed are its faces. See What Waits Outside (FND).
- The Unlisting of the Warrens
-
The span, c. 180,000-c. 150,000 BR, in which the archive-law world struck the Goblin warrens it had once entered as peoples from its rolls, and drove them from their gaps, as its classifications hardened. See The Bridge Peoples.
- The Unmakers
-
The guild brotherhoods, temple circles, and local fellowships, named so by the Wrought, who destroyed awakened Wrought or forced them back to tool status in the sincere belief that selfhood cannot be made. See How the Present Was Made.
- The Unrecorded Age
-
The sixth age, c. 120,000-c. 40,000 BR, after writing ended in the cradle, when peoples kept their customs and genealogies in breath and its graves and hoards are still turned up by the plough. See The Ages of Caeldon (FND).
- The Unrun Sea
-
The open ocean seaward of every known far-side water, past the Far Set, the outer isles of the Tidelace, and the fog banks off the Soundchain Roads. See The Tidebound Reaches and the Unrun Sea.
- The Upland Colossal Civilization
-
The elder world of the high ridge country, c. 260,000-c. 195,000 BR, of ridge roads, storm terraces, and weather shrines built on a scale no living builder can match; it withdrew, and the Giants are its remainder. See Worlds That Came Before (FND).
- The Upper Roothollows
-
The upper storey of the root-cavern world nearest the forest, drowned in the Roothollow Rupture and sealed ever since: a layer nobody enters. See Sealed and Silent Places.
- Ushkar the Ancestor-Warden
-
The Orc god of lineage and the dead on the Windscar, a Resonant of Memoria who keeps the names of kindreds that held passage on the Stele of Names and strikes the names of those who broke it, leaving them outlaws of the open country. See The Folds, the Scarps, and the Shore (FND).
V
- Varn the Shadow-Stalker
-
The god of the hidden in the Broken Marches, a Resonant of Umbra born of everyone who has had to live unseen in the ruin-belts; many fugitive Wrought prayed to him. See The Gods of the Medieval Era.
- The Veil
-
The fluid space between places that connects every plane, a fog whose face changes towards each plane it borders and which takes its price from travellers, most often in what they remember. See The Veil and the Outside (FND).
- The Veil-Walkers
-
The people native to the Veil, humanoid, with skin that shimmers like oil on water and features that shift with the fog, so that nobody can say afterwards quite what a Veil-Walker’s face was like. See The Veil and the Outside (FND).
- Verba
-
The Prime of language, order, and meaning, the force that turns noise into speech and sensation into a world of named things; its Harmonic is the Binding Song. See The Ten Primes (FND).
- The Verdant Expanse
-
The Surplus Plane where life reproduces faster than anything can contain it; its people, the Verdant, have skin like bark, leaves, or moss, and its Seed-Gates are ancient forests and overgrown ruins. See The Planes (FND).
- The Verge Stair
-
The stone stair of Dwarven building between the Ironspine and the Crownboughs that ends at a gate the High Elf courts grew; each side keeps its half, and exchange is done on the landing between. See The Forest Heartlands.
- Vital Magic
-
The compound school that braids Aqua, Imago, and Memoria to restore a living body in flow, form, and pattern at once. See The Schools of Magic (FND).
W
- The Waitfield
-
The cleared ground at the edge of the Briarreach where the Thornbound Circles receive traders and envoys, and where most trade happens and goes no further. See The Forest Heartlands.
- The Wake-Seal
-
The rite of shadow and concealment the Hushvale survivors made c. 1,200 CR to hide their villages from the waking Record-engine, which closed the vale under fog. See Sealed and Silent Places.
- The Walking of the Unkept Roads
-
The span, c. 175,000-c. 140,000 BR, in which survivor lines began walking the abandoned roads in seasonal circuits and became the Salvage Peoples. See The Threads of History (FND).
- Warframe
-
One of the six Wrought design lineages; a commander’s claim to own a war-frame is one of the threshold quarrels between repair and control. See The Bridge Peoples.
- The waste-ground doctrine
-
The Human frontier claim that ruined and marginal ground belonged to no one, by which frontier lords declared Goblin-held ruins empty and took them with hired swords and burning brands. See The Bridge Peoples.
- Water and Who Keeps It
-
The thread of Caeldon’s history of who holds the water and for whom, from the oldest water orders to the closed confluence. See The Threads of History (FND).
- The Way of Return
-
The faith of the Thaluren and the only organized religion on Caeldon with no god at its centre: its teaching is the rule of return and its pilgrimage the run itself. See Peoples of the Water.
- The Weatherline
-
A chain of colossal stacked-stone weather shrines on the Stormcrown’s highest ridges, facing the storms rather than any town. See Worlds That Came Before (FND).
- The Weeping Idol
-
The Cast-Out of Lux that was the Keeper of the Shrine, until it wearied of doubt and set out to carve the faithful into figures of unthinking adoration. See What Waits Outside (FND).
- The Whetgap
-
The main crossing of the High Scars, a narrow storm-cut pass where the wind is strongest and the scree least stable. See The Windscar.
- The Whispering Winds
-
A zone of the Unbound Gale in a high pass, a canyon, or a windy ruin, where the Wind-Listeners live by hearing and the voices of visitors whose bodies are gone have joined the wind. See The Resonant Zones (FND).
- Who Counts and Who Records
-
The thread of Caeldon’s history that asks who counts and who decides, from the archive-law rolls and the struck warrens to the river oaths and the Wrought. See The Threads of History (FND).
- The Windscar
-
See The Windscar Expanse.
- The Windscar Expanse
-
The far side’s exposed heart: dry uplands, escarpments, and interior basins, homeland of the Orcs, divided between the anchored Rimward Basins and the exposed High Scars. See The Windscar.
- The Windscar Pacts
-
The first named Orc civilization and the far side’s first inland founding, c. 180,000-c. 150,000 BR: kindreds bound by treaty-grounds, escort oaths, and the blood owed for a broken passage, split between reserve-right on the rims and treaty-right on the roads. See The Windscar.
- The Withdrawal of the Upland Colossal World
-
The thinning of the colossal world, c. 198,000-c. 160,000 BR, into scattered withdrawn Giant lines, leaving its colossal roads, terraces, and unanswered oaths behind. See The Bridge Peoples.
- The Witnessfields
-
The terraced upland east of the Lower Serath, the sealed homeland of the elder Archive-Law world: marker roads lined with inscribed stones and archive-cities whose gates have been shut for more than a hundred thousand years, where the Grey Clerks still stop passers. See Sealed and Silent Places.
- Wood Elves
-
The first Elven branch, a grove-bound people of the Elderweald whose continuity is kept by growing within a living landscape, not by redesigning it; their civilization is the Rootcrown Concord. See The Elder Peoples (FND).
- Working right
-
The first of the two Headwater Rites: the young may carry messages, serve as caravan-hands and apprentices, and travel the roads under someone else’s word. See The Basins and the Marches.
- Woundland camps
-
The Crossing-Oath camps that mark unsafe ground and remember old failures. See The Civilizations of the Medieval Era.
- The Wrongwood
-
The burned and overgrown Headwater valley where the Qzoth Incursion, c. 4,000-c. 3,500 BR, was burned back; Kindless Broods still breed there, and broken ground wakes the Changing Fever. See The Basins and the Marches.
- The Wrought
-
The made people, youngest of Caeldon, who began when Dwarven predecessor-frames stopped being tools; their continuity passes through design and repair, and their civilization is the Mending Orders. See The Bridge Peoples.
X
- Xylos
-
The Hive-Mind, a Beyonder that offers union in the body instead of the mind. An example of what a Beyonder could be; none of its Incursions has reached Caeldon. See What Waits Outside (FND).
Z
- Zephyr
-
The Prime of air and motion, the last of the ten to wake; its Harmonic is the Unbound Gale. See The Ten Primes (FND).
- Ziv
-
The name the Goblins of the mixed crossings give Abrel the Changeling. See Stewards and Resonants (FND).