Chapter Twenty: The Quiet at the Mill Pond
You wander from the magistrate’s house on meager provisions the scullery maid pressed into your hands—cheese, fruit, and fresh bread—and Theron asks after Master Thorne’s wife. You tell him, quietly, that though Heyshem sent your sister to care for her a year past, the herbs and skill could not save her. The maid at Thorne’s is his niece; he keeps her close because she reminds him of his wife when she was young. Theron listens, a new respect shading his voice. “You would be surprised what we scholars do not know,” he admits.
At the mill pond you settle by the bank and close your eyes to listen. The usual chorus of insects and birds is absent; the water holds a heavy, held-breath silence. You taste the breeze for scent and find, beneath damp earth and stagnant water, a faint metallic tang—like old blood. You open your eyes and search for spoor and spores, dropping to a knee to examine the banks. The ground is hard-packed stone and churned earth; any faint scuffs are lost to wind and water. The smell dissipates when you try to localize it. The pond yields no clear answers, only an unsettling sense that something came and left without trace.
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Rising, you find the miller mending a fence. You describe the unnatural quiet and the scent of death; he answers that animals have grown skittish, fish are sparse, and a foul, sickly stink sometimes rides the wind. A few of his geese went missing last week, and not the work of foxes. Folks whisper of things moving bolder in the shadows. You thank him and turn toward the dark copse he named, axe and sword ready.
The woods close around you. The canopy thickens; light breaks into dappled shards. You listen and scent the air, seeking that metallic tang amid rot and leaf mold. The undergrowth is tangled and overgrown; every shadow seems to shift. No clear tracks present themselves, no distinct smells emerge from the tangle. Theron walks close, tense and watching. The forest gives only a feeling of darkness and watchfulness, not a trail.
You stop, shake your head, and decide to return to the magistrate. “I can sense nothing clear here,” you tell Theron. “Tomorrow we will seek Whisperwind Gully.” You keep your senses alert as dusk falls, every twig and rustle checked. By the time you emerge from the blackened woods, Three Pines’ scattered lights are a welcome sight. You make your way back to the magistrate’s house, the silence of the mill pond still heavy in your thoughts.
