The Medieval Era
Sickness and Remedy
What the peoples of the era suffer and how they nurse it: the common ills, poisons, and plagues of households, herds, and fields, and the unnatural afflictions of magic’s cost, curses, strange places, and the Dark Entities.
Overviews
- Ailments 87The ailments are everything that sickens a body or a mind short of a plain wound: the fevers, fluxes, coughs, and wasting of everyday life; the poisons of plant, fungus, mineral, and the poisoner's…
Most Named in This Part
- The Veil PrincipleThe 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.
- 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…
- 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…
- 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.
- Halflings PeopleThe 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.
- The Lower Serath RegionThe lower course of the Serath and the crowded corridor of walled towns strung along it, bound into the Serathic League.
- 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…
- Vital Magic School of magicThe compound school that braids Aqua, Imago, and Memoria to restore a living body in flow, form, and pattern at once.
- The Beyonders Dark EntityEntities 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.
- The Confluence Basins RegionThe broad lowland heartland of Humans: wide valleys, deep fields, and linked rivers gathering towards the Serath.
- 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…
- Hemophages CreaturePale, red-veined, black-eyed humanoids who live on the Blood River's water and the lifeforce of others, worship the river as a god, and hunt travellers to feed it.
- 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.
- 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.
- 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…
- The Scourge PlaneThe 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…