The Marrow Road, Episode 1: Three Rules
Magistrate Odile Sarn counted out the coin herself, which was the first wrong thing about the job.
Magistrates in Dunmere do not pay caravan escorts in person. They send a clerk with a ledger and a stamp. Sarn sat behind her own desk with a strongbox open in front of her, counted forty gold pieces into four piles, and did not look up once while she did it. She had already paid half. The other half would come from a man named H. Corvane, at the Salt Quay in Cinderhaven, ask for the blue door.
"Nine days," she said. "The coffer does not leave your sight. It does not get opened. Those are the only two rules."
Brannock Vell picked up his pile without counting it, which told Ilse Quarrow everything she needed to know about how badly he needed the work. He was forty, built like a door, and had spent twenty years walking beside wagons for people who paid him just enough to keep doing it. "We've had worse," he said. They had not, actually, but it was the kind of thing you said with your hand already on the strap of your pack.
Ilse counted hers twice. She always did. Her father used to say a locksmith's daughter trusts a lock more than a promise, and Ilse had never found a reason to argue with him, mostly because he'd died owing money to three separate people who still asked her about it.
Tam Oakhollow, half-elf, cleric of a harvest god named Merrow that nobody in three kingdoms still prayed to, took his share and said a blessing over it out of habit. Nothing happened. Nothing ever happened right away with Merrow. That was sort of the whole deal.
And Wex, small and green and technically a wizard, didn't take a pile at all until Brannock nudged it toward him with a boot. Wex had one page of a spellbook, torn from something much longer, and he read it every morning like it might have changed overnight. Some mornings it had.
The coffer itself was iron, the size of a lap dog, and heavier than it looked. It had no visible lock. Sarn had it carried out by two guards who set it down like they were glad to be rid of it and left the room faster than the job required.
"What's in it?" Ilse asked.
"Don't open it," Sarn said again, like it was an answer.
They left Dunmere the next morning through the east gate, coffer strapped to the back of Wex's mule, and the mule did not like it. Nobody could say why. It was an old mule, patient about most things, and it flattened its ears every time the wind shifted and the coffer's chains ticked against the wood.
The Marrow Road runs east out of Dunmere through mill country, past fields that used to grow flax and now mostly grow rocks, before it climbs into the hill country that separates Dunmere from the coast. Nine days at a caravan's pace, less if you push it and don't mind your feet. They did not push it, the first day, because you don't push it the first day with three strangers and a mule that hates your cargo.
Around a fire that night, Tam asked the question the other two had been too proud to ask out loud: was any of them worried this was, in some specific and pressing way, a bad idea.
"She paid in advance," Brannock said, like it settled something.
"That's the part that worries me," Ilse said.
Wex didn't say anything. Wex was looking at his page again, tilting it toward the firelight, and his expression had the particular stillness of a man reading a sentence that used to say something else.
"What's it say tonight," Tam asked.
"Don't know yet," Wex said. "It's still deciding."
That got a laugh, the kind that comes easy on a first night when everyone is still being polite to each other. It didn't last.
It was Ilse who heard it first, because Ilse hears everything first. A sound from the coffer, low, almost under the crackle of the fire, like someone speaking through a wall three rooms away. She put a hand up. Brannock's hand went to the strap of his sword out of pure reflex, and Tam's prayer beads stopped moving between his fingers.
The sound sharpened. Not a knock. Not a scratch. A voice, muffled by iron and whatever was wrapped around whatever was making it, saying something none of them could quite catch the first time.
Then it said it again, clearer, and this time all four of them heard it whole.
It said there was a third rule Sarn hadn't mentioned. Don't answer it.
Nobody had asked it anything. That didn't stop it from answering back.
Brannock stood up so fast he knocked over the water skin. The fire popped. Wex's page, still in his hand, had gone completely blank, for the first time since he'd owned it. And under all of that, quieter than the crackle of the flames, the voice from inside the coffer said one more thing before it went silent for the night.
The voice inside the coffer said Brannock's name, and Brannock was awake to hear it.
Written by StoryRoll
Founder of StoryRoll. Building AI-powered tabletop RPGs.
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