The Chromatic Chord

The Edgeway Kindreds

The first civilization of the Salvage Peoples: kin-linked companies who travel known circuits between ruin zones, keep the works along them, and share one mark-language and a calendar of gathering-markets. See The Civilizations of the Medieval Era.

Overview

The Edgeway Kindreds are the first major named civilization of the Salvage Peoples.

They are a moving order rather than a seated one. A kindred is a kin-linked company of caravans, camps, and repair crews that travels a known circuit between ruin zones, returning season after season to the same broken roads, culverts, wells, spans, and storeworks. Many kindreds share one body of custom, one mark-language, and a calendar of gathering-markets held at old ruined sites. No kindred rules another.

Their circuits are oldest in the uplands around The Headwater Marches and the outer Ironspine, where they first formed along abandoned colossal roads during The Walking of the Unkept Roads. By the Medieval Era they run through The Broken Marches, the ruin fields of The Glassbelt Interior, and the damaged margins between most cradle-web regions. A few kindreds' circuits go all the way across the Glassbelt: they are among the very few road peoples who know the one crossing between the cradle-web and the far side, which is why kindred marks turn up on both.

Civilizational Nature

The Kindreds hold their place among the ruins through three linked practices: the circuit, the mark, and the keeping.

The circuit is a kindred's inherited route and its main claim to identity. Knowing a circuit means knowing which ruins are sound, which roads still connect, where water survives, which stretches have changed since last season, and which ruins have something living in them. Taken together, the circuits are the most complete map of Caeldon's broken places that any people holds, and no single kindred knows all of it.

The keeping is a kindred's long care for particular works along its circuit: a culvert cleared every spring, a well relined, a causeway braced before flood season. Under the custom of keepright, whoever has kept a work alive across generations has a voice in how it is used, whatever lord claims it. Keepright is the Kindreds' strongest claim and the source of most of their quarrels with settled powers, and it holds only where a lord needs the kept work more than he resents the keepers.

Historical Role

The Kindreds are why the ruin zones are roads and not only ruins.

Settled peoples meet salvage communities one place at a time: a repair market, a warren cluster, a camp at the edge of town. The Kindreds are the long roads that join those places. They carry recovered material, news, warnings, and labour between ruin zones, and the gathering-markets on their calendar are often the only places where people from distant broken regions trade, marry, and settle quarrels. They are also where the ruins' trade gathers. Relic-sellers lay out what the circuits turned up: furnace-glass, colossal-work fittings no living smith can copy, coins of peoples nobody remembers, and maps honest about which ruins have something living in them, priced by how many died learning it. Sellsword captains come to hire kindred guides, bounty-takers to ask after faces, and treasure-seekers to buy the right to follow a circuit for a season, which a kindred sells only to those it expects back.

In the Writers’ Guide

See Also