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Cultures

"Even before considering oneself as an elf, a goblin or a Wolfen, every Cadwë is above all a citizen of Cadwallon."

Eight major peoples shape life in Cadwallon. Race is biological; culture is philosophical. A Daïkinee elf and an Akkyshan elf share blood but not allegiance — one belongs to the Paths of Destiny, the other to the Meanders of Darkness, and they may meet in Cadwallon as enemies, neighbors, or both.

Among the older races (elves, dwarves, Wolfen) the cultural split creates the difference. Among humans, who invented the split, it just names what was already there. Each people in Cadwallon brings their own version of this layered identity into the city, then has it slowly worn smooth by Cadwë life.

For Daggerheart ancestry mappings, see Conversion Notes. For homebrew additions or overrides, see Cultures Homebrew.

The Eight

  • Humans — the dominant race; introduced the concept of choosing sides. Light or Darkness, never Destiny.
  • Elves — three branches: Daïkinee (Destiny), Cynwäll (Light), Akkyshan (Darkness).
  • Dwarves — mountain stock; Tir-Nâ-Bor (Destiny), Akkylannie-raised (Light), Mid-Nor Possessed (Darkness).
  • Goblins — No-Dan-Kar; inventive, mutant, omnipresent. The empire of merchants.
  • Ogres — refugees in Cadwallon since the founding; the Duke's elite bodyguards.
  • Wolfen — Yllia and Vile-Tis lupines; three-meter predators. Live in the rural fiefs.
  • Orcs — youngest race; created in 808 in Shamir's cloning tanks. Rebelled against their makers.
  • Possessed — renegade Mid-Nor dwarves; bodies sewn from victims' skin. Always hunted by their own.

Branches & Sub-cultures

These have their own notes — pulled out because the eight-people framing flattens distinctions the city makes daily.

Magical Populations

Recognized populations of Cadwallon that aren't one of the eight peoples — magical creatures of the groves and Realm-thin spaces, counted in fief censuses and present in city life.

  • Fayrees — native magical fae of the groves; the largest population is in Arcadia (Ghieronburg) under Baron Mardi's Truce. Elementals and magical Familiars share the same census bracket but have no dedicated notes yet.

Homebrew Additions

The thirteen Daggerheart ancestries the table has integrated into the city as additional populations. See Cultures Homebrew for full notes and design rationale.

Ancestry Where they live Tie-in
Clank The Automaton (and Dyrsin's Tower) Awakening Cynwäll constructs
Drakona Drakaër · Wyvern Road Co-constitutive with the Drakaër family
Faerie Arcadia (Ghieronburg) Mardi's Truce was for them
Faun The Fields (Trophy) Standing-wind agricultural backbone
Firbolg [[Outskirts]] · Petropolis Pre-Cadwallon grove-stewards
Fungril Vegetal Entrails · The Shades Sewer Workers' deep allies
Galapa The Docks (Kraken) Living pre-Ophidian-withdrawal historians
Halfling The Fields · Heaven Heights Kel-language preservers
Infernis Morgue Street (Soma) Darkness-touched refugees
Katari The Krak (Kraken) Pre-Cynwäll peninsula natives
Ribbet The Bog · The Swamps Wetland natives, taste Bloody Creek
Simiah The Free District (Drakaër) Free University antiquarians
Troll Windswept Hill · The Nomadic Lands Khaurik's other refugees