Project Notes
Medieval Era Version 1 Roadmap
This roadmap is a strong working guideline, not a locked plan. It tracks the work needed to reach a complete medieval Caeldon working draft: a variety of species living in the world, the world and its regions defined in enough detail to be usable, a history that explains how things came to be, and plenty of hooks for writers and GMs to build stories from. Revise it whenever better sequencing, new decisions, or changed priorities make that useful.
This roadmap covers world-building only. The TTRPG shelf is a separate companion project; its own build status and next steps live in Status and Roadmap Notes, not here.
Current Scope Guideline
Version 1 aims for a full medieval Caeldon working draft rather than a narrow Greyford-first draft. Place detail follows a two-tier rule: regions where civilizations actually live get full treatment (ordinary life, political role, ecology, routes, neighbors, hazards, historical memory); places civilization has not reached, or has abandoned, get only enough detail for a writer or GM to have a solid, usable idea of the place, with plenty of room left to fill it in themselves. Not every local polity, town, branch, road, shrine, or conflict needs full detail even inside inhabited regions in the first pass — the working standard is broad completeness, not exhaustive local coverage.
The Greyford Reach remains useful as a test lens for mixed-species contact, road law, ruins, bridge politics, and local setting usability, but it is not the sole Version 1 scope.
Foundations Status
The groundwork phase is complete and is kept here only as a status record, not as active work. Scope, canon freeze, and framework/registry gap audits are done. Every major medieval-facing species has a stable ordinary-life baseline, correct branch/civilization alignment, and a settled inclusion placement in the medieval species set. The developed medieval roster is Humans, Elves, Dwarves, Reedfolk, Salvage Peoples, Orcs, Gnomes, Halflings, Thaluren, Kavari, Trolls, Ogres, Kobolds, Goblins, Giants, and The Wrought; several noted-but-unplaced registry entries (Veil-Walkers, Demons, Devils, Infernals, Angels, Luminari, and similar categories) still need controlled placement during later passes rather than immediate full species pages. Public-order anchors, the species contact layer, the medieval places layer, and the medieval timeline layer are all broadly usable. The medieval bridge strategy that got the project here — establish only the minimum species and regions needed to make the era feel populated, backfill older history only when design requires it — is now background rather than an open decision.
The detailed Phase 1/2 audits that produced this status lived in this document through 2026-08 and have been compressed here because none of them are still actionable; consult git history if the full audit detail is ever needed again.
Movement 1: Ordinary Belief
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❏ Finish the medieval religion and divine-culture layer: ordinary worship, institutional religion, divine fear, local cults, major taboos, and how Primes, Stewards, Resonants, and Dark Entities are understood by medieval societies.
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❏ Integrate Failed Mending into the broader magic shelf as a rare distorted healing pattern (lifeforce repair overcorrects injury rather than restoring clean prior form); currently defined only locally in Trolls.
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❏ Add rough date-range labels to all important medieval timeline navigation where still missing, and keep the timeline registry chronologically ordered.
Movement 2: The Inhabited and the Untouched
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❏ For civilization-inhabited regions still thin (far-side, oceanic, desert, and remote planetary regions beyond the cradle-web), bring them up to full regional treatment: ordinary life, political role, ecology, routes, neighbors, hazards, historical memory.
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❏ For places civilization has not reached, or has abandoned, add a lighter pass instead: geography, why it’s empty or abandoned, one or two evocative anchors — deliberately not full regional development, leaving room for the reader’s or GM’s own ideas.
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❏ Decide the Fogland/Sepulcher-Kin thread’s placement under this two-tier rule (it is a highly developed but currently deferred remote-region concept) rather than leaving it parked indefinitely.
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❏ Add representative sites (civic, religious, route, ruin, market, bridge, sanctuary, frontier) only where region-level description cannot carry the weight; avoid exhaustive local catalogs.
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❏ Keep
REGIONS.adocandSITES.adocsynced whenever place documents are added or renamed.
Movement 3: The Medieval History Spine
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❏ Build a clear history spine from deep-time prerequisites to the medieval present, using Timeline Layering and Parallelism Framework.
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❏ Separate history into broad readable bands: cosmic and planetary foundations, species stabilizations, first heartlands and orders, divergences, contact systems, mature medieval institutions, current-era tensions.
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✓ For each major medieval species or civilization, identify the minimum historical chain needed to understand its current role. The chain requirement and full roster status now live in Minimum Historical Chain Framework.
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✓ Mark which elder civilizations matter directly to the medieval era and which remain background inheritance. Recorded in the same framework: Upland Colossal and Archive-Law are directly load-bearing, Ash-Furnace is background with local hooks, Sepulcher-Kin stays deferred, and Deep-World Labor and Coercion is reclassified as a live pressure rather than a vanished civilization.
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✓ Write the four single missing beats. The Stabilization of Failed Mending, The Withdrawal of the Upland Colossal World, The Consolidation of the Bankright Circles, and The Lower River Absorptions are drafted and registered; Kavari, Reedfolk, and Giants are now chain-complete.
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✓ Add registry rows for the Upland Colossal, Archive-Law, and Ash-Furnace civilizations. Done alongside the four beats;
TIMELINE.adocand its TOON companion now carry 57 rows. -
❏ Write the remaining full chains. Goblins, Kobolds, Ogres, The Wrought, and Salvage Peoples still have none; Trolls still need a first durable order beat behind the Crossing-Oath Houses.
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❏ Give the Salvage Peoples a named public order. They are the only comparable people with none, where Trolls, Ogres, and The Wrought each have one.
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❏ Decide whether the Archive-Law civilization needs a dated end. Its failure is described as hardening rather than collapse, so a
fallpage may be the wrong form, but its arc is currently open at one end while the other two elder civilizations are closed at both. -
❏ Clarify the history of major roads, waterways, ruins, sanctuaries, trade routes, borders, and legal precedents that shape current medieval life.
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❏ Check that Humans remain comparatively young beside older Elven and Dwarven continuities, and that most peoples have long ordinary pre-state or local-order periods before complex courts, leagues, or high institutions.
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❏ Add timeline documents only when they explain a current institution, conflict, merger, vanished form, region, ruin, taboo, or legal category; use broad band markers otherwise.
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❏ Produce a readable medieval-history summary.
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❏ Continue seeding the Notable Villains shelf with individual figures and collectives that explain surviving institutions, ruins, taboos, or legal categories identified during the history pass.
Movement 4: Hooks and Consistency
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❏ Read through the medieval-facing setting shelves in order — cosmology, divine hierarchy, magic, timeline, people, places — and record any contradictions here before fixing them.
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❏ Normalize terminology across the medieval draft: species, branch, lineage, lifeway, civilization, order, compact, house, league, concord, region, site, event, era.
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❏ Check that each major named thing has a short explanation and a link at first meaningful mention.
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❏ Check that sibling documents do not use boilerplate paragraphs with near-identical wording.
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❏ Check that ordinary-life material balances crisis material in every major region, civilization, and species document.
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❏ As each document gets touched during this pass, deliberately leave or add open tensions, unresolved questions, or story hooks for writers and GMs — this is a stated goal of the pass, not an incidental side effect.
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❏ Run
elixir 00_Admin/Tools/navigation_audit.exsafter navigation-heavy cleanup. -
❏ Run
elixir 00_Admin/Tools/timeline_registry_audit.exsafter editing00_Registries/TIMELINE.adoc.
Parking Lot
Preserved ideas that are not part of active roadmap work. Keep them alive here rather than deleting them; pull one forward only when a movement above explicitly needs it or the mood strikes.
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Ocean peoples: a whale-like species that never stops growing, and a squid-like predatory counterpart. The Thaluren already treat the former as sacred deep-witnesses and the latter as devourers/route-breakers in ocean-memory tradition, but neither has a full species treatment.
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Swarm and hive-mind species: a distributed-bodied swarm people (strength: adaptive survival through redundancy and recombination; failure mode: identity instability when dispersed, captured, or split) and a many-bodied hive-mind people (strength: immense coordination and continuity; failure mode: coercive unity, difficulty recognizing separateness, catastrophic vulnerability if the shared signal is disrupted). Keep deferred until they can support real individual agency and social legibility, not just narrow anomalies.
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Concept-anchored species/regions: a music-as-language insectoid people (click-song, tap, and vibration speech that doubles as law, memory, warning, and prayer); a color-as-resource people/region (magic visibly drains color as a cost, leaving faded zones; painters and dye-keepers hold danger at bay through maintained color-work); a metal-conduction magic region (different metals conduct, store, tune, or burden force, with scarcity, toxicity, pollution, and resonance-fatigue as real costs); a heat/cold-sacred region (heat as life, debt, transformation, or fire-memory; cold as preservation, truth, stillness, or lawful restraint).
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Fogland / Sepulcher-Kin: a fully worked-out remote macro-region — a landslide-triggered fogland born from an elder Record-engine catastrophe (the
Unburial War, theLast Census,Taken,Hollow Descendants,Outer Blood,Gravesalt). See Movement 2 above for its placement decision. -
Shadow guardians: a secretive order that hides from power, not from the vulnerable, to protect the weak — safehouses, false names, hidden routes, witness protection, selective intimidation of abusers. Possible hooks: Umbra/Trace concealment, Lux’s mercy-of-shadow, later-era political or magical persecution.
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Disaster-zone survivors: a Material-Plane zone ruined by a failed ritual or magical mishap, altering inhabitants' bodies, memory, inheritance, shadow, or lifeforce-pattern rather than granting desirable power. Could pair with the shadow-guardians seed above, arising to protect the changed survivors from persecution or exploitation.
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Spacefaring relativity doctrine: preserve Einstein-style relativity as the ordinary far-future (c. 20,000 CR+) Material-Plane rule for time, under the working label
Local Sequence— lawful, measurable Material-Plane physics, not Harmonic time interference; keep distinct from The Frozen Moment and The Veil's subjective transit costs. -
Language, script, and number systems: develop distinct alphabets, numeral systems, and complete grammars for major species and civilizations later, each with its own in-world logical origin tied to body, environment, tools, and history; systems should converge somewhat as contact widens over the timeline.