The Medieval Era
Medieval Peoples and Powers
The civilizations of the era, their gods, the faiths people practise, and what magic looks like in a village rather than a treatise.
Overviews
- Civilizations 26
- Religions 4Entry point for the organized religions of medieval Caeldon.
Most Named in This Part
- Humans PeopleThe 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…
- Elves PeopleOne 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…
- Dwarves PeopleOne 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.
- Thaluren PeopleAn 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…
- Ogres PeopleA 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.
- Goblins PeopleA 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…
- Reedfolk PeopleA 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…
- Gnomes PeopleThe 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…
- Orcs PeopleThe 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…
- Kavari PeopleA 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.
- The Ironspine RegionThe 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.
- Abrel the Changeling ResonantThe 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…
- Kobolds PeopleA 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.
- Trolls PeopleA 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…
- Ennor the Grave-Watcher ResonantThe 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…
- Kerrund the Stone-Warden ResonantThe 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.
Terms
The blind way · Clutch-Watch Circles · Dark fear · The Dry Year · Entered cults · Gate practice · Harbour wards · The Legend of the Unbroken Gate · Organized religion · Ravine houses · Route keepers · Run-Watchers · Sea-Settlement Speakers · Seal practice · Woundland camps