The Chromatic Chord

Species

A broad kind of people sharing an inheritable continuity, whether biological, metaphysical, or constructed; in ordinary speech the word is people. See What Makes a People.

Overview

This directory contains species-facing documents for The Decachord.

These pages tell what each people is in body, branch, and history, and how it came to share Caeldon with the others.

The shelf covers Caeldon's oldest major peoples, the far-side peoples, the water-world peoples, and the medieval bridge peoples. The Dwarves and Elves reach deepest into time, through hold and grove, branch and rivalry. Humans are the young, mixed, quick-spreading people of the cradle. Orcs, Halflings, and Gnomes hold the far side: harsh roads, sheltered folds, and difficult coasts. The Thaluren come back from the sea to spawn in rivers the Kavari already live in. The medieval bridge peoples, Goblins, Kobolds, Giants, Trolls, Ogres, and the Wrought, fill the ruins, road margins, underworks, colossal roads, wounded crossings, heavy frontier camps, and old machines in between.

Branch and Civilization Scan

This table is a short planning layer, not a full taxonomy. It tracks how each known species currently handles branches, lineages, lifeways, design lineages, historical forms, and civilizations.

The historical and lost forms column is a list of seeds: names for forms that may later be developed or found to be lost, not established canon. A name there is canon only where a species page develops it.

SpeciesTempoLiving Branches, Lifeways, or Design LineagesPossible Historical or Lost Forms (Seeds)Civilization or Order Pattern
ElvesVery slowWood Elves, Thorn Elves, High Elves, Dark ElvesVerdant Proto-Elven Lineages, Elder Root-Kin, Roothollow Threshold ElvesStrong branch-civilization alignment through Rootcrown, Thornbound, Crownbough, and Gloamroot orders
DwarvesSlowIronspine Dwarves, Stonewake Dwarves, Highhold or Gatehold Dwarves as soft lifewaysLithic Ancestor Lines, Burdened Deep Forms, Old Seam-Kin, Lost Pressure HoldsHold-worlds, compacts, and deep polities; the hold matters more than the branch
GiantsVery slowHighline Giants, Terrace Giants, Burden-Road GiantsUpland Colossi, Horizon Shrine Lines, Lowland Colossal Kin, Broken Road HousesRemnant custodial houses, with the extinct Upland Colossal Civilization as the major anchor
HumansFastRegional peoples, not branches: Confluence, Headwater, Serathic, Frontier or Mixed-MarchEarly Transition-Zone Populations, Confluence Baseline, Lost Corridor Peoples, Deep-Contact EnclavesCivilizations and regions matter more than biological branches
HalflingsModerate-fastFoldward, Leeward, Edgefold or OutfoldEarly Shelter-Pocket Halflings, Dryfold Halflings, Overgrown Orchard-Kin, Roadfold HalflingsCommons, measure orders, orchard communities, and market communities
GnomesModerateGaugeward, Tidelace, Chainwake or IslandEarly Inlet Gnomes, Fogbelt Gnomes, Drowned Harbour Kin, Outer-Isle GnomesLeagues, calibration orders, pilotage traditions, and harbour compacts
OrcsModerate-fastWindscar, Rimward, High-Scar, Open-Steppe or Far-RouteEarly Harsh-Land Orcs, Broken Route Kindreds, Storm-Shelf Orcs, Basin-Refuge OrcsPacts, escort orders, kin-holding, and route confederacies
ReedfolkModerate-fastFloodplain, Marsh-Reed, Shoalway, EstuaryOld Channel Reedfolk, Drowned Reed Cities, Cutbank Houses, Salt-Reed Kin, Inland Fen ReedfolkFloodkeeper Houses, shoal leagues, and estuary shrine confederacies
ThalurenSlow-moderateTidebound, Blightward, Open-Run, Outer-RouteOld Run-Lines, Closed-Water Branches, Failed Alternate Runs, Deep-Reef ThalurenReturning Concord, Blightward Keepers, and Open-Run Concords
KavariModerateBankright, Gravelbraid, Pool-Kin, ColdrunOld Tributary Kavari, Silted Pool-Kin, Cutbank Kavari, Springline KavariBankright Circles, nursery custodies, and gathering circles
GoblinsFastRuin-Warren, Market-Shadow, Road-Margin, Underwall, Hobgoblin CompactsOld March Goblins, Collapsed Fort Goblins, Canal-Shadow Goblins, Battlefield Goblins, Lost Warrant GoblinsWarrens, compacts, market households, route families, and Hobgoblin warrant compacts held at a lord's pleasure
KoboldsFastMine-Edge, Drain-Warren, Ruin-Under, Deep-Service, Vent-KinOld Service-Kin, Collapsed Warren Lines, Patron-Bound Kobolds, Surface-Settled Kobolds, Heat-Vent KoboldsUnderhouse compacts, service leagues, and ruin-warren networks
TrollsModerate, distortedBridge-Keeper, Ravine, Scarwood, Stonebreak, WoundfieldOld Failed-Mending Kin, Burn-Scar Lines, Sealed Crossing Houses, Overmended Woundland ClansCrossing houses, woundland camps, bridge-oath families, and ravine houses that take their due
OgresModerateHearth-Burden, Stonehaul, Timberbelt, Floodgate, Roadcamp, Siege-ScarOld Threshold Ogres, Hunger-Band Ogres, Chain-Camp Ogres, High Burden Ogres, Ash-Camp OgresCamp-custom, burden houses, work-bands, and labour pacts
The WroughtNon-biologicalForgeframe, Mineframe, Fieldframe, Civicframe, Alchemic, WarframeFirst Predecessor-Frames, Pattern-Bound Frames, Broken Warframes, Estate-Bound Frames, Uncertified FramesRepair houses, recognition orders, sanctuary workshops, and free frame compacts

Timeline Reading

The branch scan should be read as a medieval visible layer sitting on top of older historical spans, not as a claim that every listed form developed at the same time. The broad method is shared with the Timeline Layering and Parallelism Framework.

The deepest spans belong to species stabilization and broad ancestry fields: Elven, Dwarven, and Giant histories reach farthest back, while Human, water-world, far-side, and medieval bridge peoples generally enter history later, through settlement, conquest, contact, and war. The Wrought do not follow biological divergence at all; their history is one of design lineage, labour, repair, flight, and acceptance.

For now, most historical forms in the scan should remain broad span markers rather than exact dated entries. They become full timeline documents only when they explain a founding, merger, disappearance, lasting status line, ruin, contact zone, or medieval successor order.

Civilization Coverage Matrix

This matrix is a planning guide for the next civilization pass. It tracks whether each species is already covered by a civilization document, a species-document lifeway, an elder remnant anchor, or a future order that still needs naming.

Species or GroupCurrent Coverage AnchorCoverage StateBest Next Artefact
ElvesRootcrown, Thornbound, Crownbough, and Gloamroot civilizationsStrong coverage through named branch-civilization alignmentLater polish and internal differentiation, not new core anchors
DwarvesIronspine Holds and Stonewake CompactStrong coverage through the hold-world and a deep civilization within itLater hold-cluster detail where needed
GiantsUpland colossal inheritance plus remnant housesHistorically anchored, but living remnant orders remain mostly species-doc levelOne small remnant-order seed if Giant medieval agency needs more weight
HumansConfluence Marches and Serathic LeagueStrong regional-civilizational coverage, deliberately young beside older peoplesLater regional civilizations within these only where the map demands them
HalflingsFoldward CommonsAdequate first far-side civilization anchorLater orchard, fold, or market-order detail inside existing anchors
GnomesGaugeward LeaguesAdequate first far-side civilization anchorLater pilotage or calibration-order detail inside existing anchors
OrcsWindscar PactsAdequate first far-side civilization anchorLater route, escort, or basin-edge successor orders if needed
ReedfolkFloodkeeper HousesAdequate lower-river civilization anchorLater shoal or estuary confederacy only if Reedfolk need more independent public weight
ThalurenReturning Concord, Blightward Keepers, and Open-Run ConcordsStrong oceanic-return coverage, though the parent Concord still needs firmer dating laterClarify Returning Concord timing before adding more Thaluren orders
KavariBankright CirclesAdequate freshwater resident civilization anchorLater nursery or tributary sub-orders inside the Bankright frame
GoblinsThe Iron Compacts, warrens, market households, and route familiesNamed civilization now exists in the Hobgoblin Iron Compacts; not every Goblin pattern needs a civilization documentLater local warrant or warren detail only if a region needs it
KoboldsThe Underhouse Compacts, service leagues, and ruin-warren networksNamed civilization now exists; coverage remains non-territorial and underwork focusedLater local underhouse detail only if a region needs it
TrollsThe Crossing-Oath Houses, crossing houses, and woundland compactsNamed civilization now exists; coverage remains non-territorial and focused on crossing oathsLater local crossing-house detail only if a region needs it
OgresThe Hearth-Weight Compacts, burden houses, camp-custom, and labour pactsNamed civilization now exists; coverage remains non-territorial and focused on labour customLater local burden-house detail only if a region needs it
The WroughtThe Mending Orders, repair houses, sanctuary workshops, and free frame compactsNamed civilization now exists; design-lineage coverage remains non-territorialLater warframe release or civicframe fellowship only if needed
Vanished elder civilizationsArchive-Law, Ash-Furnace, Upland Colossal, and Sepulchre-Kin worldsStrong as elder civilizational strata, not yet tied to living species one-to-oneKeep as planetary inheritance unless a surviving people or remnant order is approved

Species-Group Timing Notes

GroupTiming Emphasis
Ancient stabilizersElves and Dwarves have the clearest deep-time branch histories. Their living medieval forms should be read through old stabilization, first heartlands, major secondary divergences, and later civilizational hardening.
Elder remnantsGiants point backwards to a vanished public-scale civilization. Their living identities are medieval remnant lines and custodial lifeways, while their strongest civilizational weight belongs to the older Upland Colossal world.
Human and lower-river consolidatorsHumans and Reedfolk should be read through emergence, settlement, river order, and later corridor power in the cradle. Their branch histories matter most where they explain regional mixture, absorption, who counts as whose, and lower-river conflict.
Far-side foundersOrcs, Halflings, and Gnomes are best read through far-side heartlands, first named orders, and secondary formations. Their historical branches should usually explain old routes, sheltered folds, lost harbour worlds, and successor institutions rather than separate biological peoples.
Far-side water peoplesThaluren branch history follows return-water, run-line, sanctuary, blight, and redirection. Its timing is strongest where spawning custom and damaged returns create later custodies and concords.
Medieval bridge peoplesGoblins, Kobolds, Trolls, and Ogres should mostly be timed through ruined works, contact margins, frontier labour, crossing oaths, local compacts, and medieval social visibility.
Constructed peoplesThe Wrought follow design-lineage timing: predecessor frames, pattern-bound use, broken or obsolete lines, the hunted first-awakened, recognition orders, and the slow hardening of repair custom.

In the Writers’ Guide

See Also