Corrow the Gale-Runner
Also: Corrow, the Gale-Runner
The wind at the backs of the Edgeway Kindreds on their circuits, a Resonant of Zephyr who cannot stop moving. See The Gods of the Medieval Era.
Origins and Birth
Corrow the Gale-Runner was born from the collective need to keep going of the Edgeway Kindreds, the moving civilization of the Salvage Peoples.
A kindred lives by its circuit: an inherited route between ruin zones, walked season after season, returning to the same culverts, wells, and causeways to find out what has changed. The circuits began when survivor lines took up the abandoned colossal roads around The Headwater Marches and the outer Ironspine during The Walking of the Unkept Roads, and the oldest prayer on them is simple: for the wind at your back on the long stretch, for legs that hold to the next water, for a road that is still there.
Appearance and Presence
Corrow appears as a figure of lean, restless energy, never still for more than a moment.
- Visuals: He is a young, wiry figure with skin the colour of sun-tanned leather, weathered by constant exposure to the elements.
- The Atmosphere: In places where he moves, the air becomes charged with motion.
- The Voice: His voice sounds like the rush of wind through a canyon: fast, breathless, and urgent.
Powers and Abilities
Corrow does not fight; he moves on. He does not protect; he carries.
- The Tireless Stride: He can grant a group of people the ability to walk for days without rest, food, or water, carried by the wind itself.
- The Hidden Trail: He can obscure the tracks and scent of a moving group, making it impossible for pursuers to follow.
- The Wind at Your Back: He can summon a powerful tailwind that speeds travel along a road, doubling or tripling a company's pace.
- The Sudden Gust: He can create a localized burst of wind powerful enough to knock down pursuers, blow open doors, or deflect projectiles.
Current Status: The Endless Circuit
Corrow is active and powerful, but he is unable to stop moving.
- The Mission: Wherever a kindred is moved on, Corrow goes with it, keeping the camp on its circuit to the next sound ruin and the next water.
- The Threat: The danger to his people is less a hunter than a closing.
- The Dilemma: A kindred's strongest claim rests on coming back: keepright belongs to whoever has kept a work alive across generations.
Relationships with Other Entities
- With Zephyr Prime: Corrow is a pure expression of Zephyr's nature.
- With Rakhal the Storm-Caller (Zephyr): Sibling winds whose worshippers live far apart.
- With Haggun the Wall-Breaker (Faded Zephyr): Remembered rather than met.
- With Haurûm the Mountain-Father (Dormant Terra): The kindreds walk the ridge roads and causeways that Haurûm's colossal world built and abandoned.
- With Kerrund the Stone-Warden (Terra): Opposites in principle, meeting where the outer Ironspine circuits pass Dwarven gates.
- With Varn the Shadow-Stalker (Umbra): Uneasy allies in the Broken Marches.
Legacy and Echoes
Corrow is a living legend along the kindred circuits.
- The Lantern at the Road Out: At the gathering-markets held at old ruined sites, kindreds setting out leave a lit lantern at the edge of the site, facing the road out.
- The Legend of the "Wind-Child": Circuit camps tell of a child who was too slow to keep up when a camp was moved on.
- The Mark-Scrapers: Lords' men and claim-jumpers who scrape kindred marks to close a circuit are the kindreds' bitterest enemies, and camp tales of them are grim: the reeve who scraped a whole causeway's marks in a summer and was found the next spring at the bottom of a ruin zone he had always known to skirt, his own map in his hand.
- Wind at the Back: Raiders who prey on moving camps know a kindred is weakest on the road, and kindreds pray to Corrow most of all on the day they strike camp.
- The Zone-Edge Watch: Where marks are gone, a camp sends its best scout ahead with the wind at his back and a line of stones behind him, and the camp follows only the stones.
- The Scraped Stones: At waymarks along the circuits, kindreds stack stones from which their marks were scraped, as offerings to Corrow.
In the Writers’ Guide
- The Ten Primes FoundationsZephyr
- Worlds That Came Before FoundationsThe Salvage Peoples
- A World in Two Halves The Medieval EraThe One Crossing
- A Year in the Medieval Era The Medieval EraYears on the Move
- Roads, Rivers, and Crossings The Medieval EraKeepers Without Territory
- The Civilizations of the Medieval Era The Medieval EraOrders Without Ground
- The Gods of the Medieval Era The Medieval EraGods of Zephyr
- Faith in Practice The Medieval EraThe Local Cults
- Stone and the Deep The Medieval EraThe Ironspine
- The Basins and the Marches The Medieval EraThe Headwater Marches, The Broken Marches
- Sealed and Silent Places The Medieval EraThe Stormcrown
- Glossary Foundations