The Boar’s Bane

Chapter Thirty-Seven: A Company of My Own



The steward’s summons comes with sunrise, delivered by a runner whose boots know every stone of the hall. You and your brothers step into the meeting chamber where the steward waits with his captain and a short knot of men who have watched you like measuring sticks. The torchlight slants across his face; there is no warmth in it, only the careful geometry of expectation.

He praises the cove and the caravan—how you held the line and handed proof instead of trophies—and then lays the choice before you as if laying out a blade. “We have men,” he says, tone flat, “young hands and older ones wanting purpose. We will not send them blind to the water or the wild. If you can shape them into rangers—trackers, snipers, scouts, and fighters—then they will be yours. You will lead them for three months and prove they can hold a flank, read a wood, and die for the standard. Succeed, and you will be raised as a leader under the House’s banner. Fail, and you return with the merchant to Oakhaven as guide. No court, no ceremony. The choice is yours.”

Heyshem’s riders exchange a look that is a small storm. Theron folds his hands, the scholar’s worry already reorganizing into plans. Elara’s eyes are more patient than surprise; she watches you as one watches a difficult proof. The steward does not offer you glory—only a measure by which you may earn it. You feel the old hunger stir: a company, your own command, the chance to bend raw hands into an instrument. You answer quietly that you will take the charge.

They bring the recruits in like a parade of

possibility: a dozen, then another dozen, ragged and raw—farm boys with surprising hands, a shoemaker who claims archery, an ex-shiphand with salt in his beard, a widow’s son with eyes like a trapped animal and a quiet steadiness. They stand before you in the yard, awkward as young saplings, each wearing the House’s borrowed tunic and the suspicion of men who do not yet trust a leader.

You begin with the slow, unromantic things that make soldiers steady. The first week is forging rather than teaching: you make them rise before dawn, carry packs over ridges until their shoulders learn the map of burden, and teach them to sleep where light leaks and the world can still take from them if they do not learn. You teach watch: how to bite the night with small fires, how to leave no spoor, how to wake quiet and speak only in motions.

Theron joins for lessons on reading: ledger marks, merchant seals, and the small signs of contraband. He pounds patience into their heads as if a scholar could file stubbornness into armor. Elara sends a woman—Aislin, a former woods-witch turned Hall attendant—to show them how to identify herbs, dress a wound, and mark a hidden route with a rune only the clan will read. Heyshem’s riders teach mounted discipline to the few with horses; they are strict and spare with praise, their presence a living proof that kin watch.

You teach the blade in a dozen small, ugly ways: how to close distance without sounding like wind, how to hold a shield until a man can breathe through pain, how a spear’s point is an argument and not a prayer.

You teach a trapper’s silence, how to wait for a step to be made before springing a net, how to bait a path so a pig will walk into a loop and a man will follow where you mean him to.

Sniping and small arms are a study in patience. You take the sharps among them to ridgelines and gullies, teaching breath timing and the way wind can be a voice. They learn, at first in clumsy knots and then with a terrible elegance, to place a shot that ends confusion and not life wasted. You force them to track both living quarry and men’s habits: how merchants tie bundles, how watchman favor a certain route, how a smuggler’s footprint is different from a farmhand’s.

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Discipline is not only muscles and marksmanship; it is a shape that binds trust. You punish quickly and fairly—no cruelty that breeds fear and no softness that invites chaos. There are nights you sit by the fire and listen to the men tell true things about themselves: a father who cannot read, a boy who fled debt, a woman who learned knives while her husband taught her to barter. They talk of loss, of small loves, of why money or freedom matters. You tell them some fragment of the Huntsmen’s ways: the duty to kin, the measure of pride, and when to pull back a blade for the better fight.

Weeks pass. The ragged men become a rhythm. Patrols tighten into formations that move like a hunting pack, scouts send back clear signs, and the snipers’ shots begin to end fights before lines meet. In one field exercise you pit your new company against the house riders in a mock raid. The riders' horses scream and the skirmish feels real; your men hold a flank and withdraw in order, their faces like someone who has faced wind and not been broken.

Not all goes smooth. One recruit—thin Jory with a hand scar—breaks under shame after a night misstep that leaves a trader’s cart spooked and a rumor spread. You punish him by work and do not humiliate him, and when he fails again you bind his wrist and put him to double watch until his shoulders hold steadier. Another, a broad-shouldered river-lad named Soren, bends dangerously toward brutality when a training partner betrays trust; you break that habit with hard, cold drills and a hand that will not forgive belligerence in place of discipline.

Through it all you weave the purpose: loyalty not to the House alone, but to the company you will lead. Each exercise ends with a shared task—mending a torn canopy, carving a communal trough, counting rations aloud—so they learn to trust that their survival depends on the man beside them. By slow degrees, grudges ease and the ensemble tightens. The boy who came for coin now looks to the man at his shoulder for a nod and answers with an effort that is steadier than before.

After two months you begin live trials: a night watch along a merchant route where you expect nothing, and yet a hidden messenger treads the path. Your men intercept quietly, gaining proof of a waxed slip with the coiling knot. The captain at the hall’s table nods when you present the evidence; the Hall files it away and the steward stiffens as if something has been finally located on the map.

In the third month the steward demands a proof of command—a coordinated exercise that will convince the House that these men can be trusted when the scions or raiders test them. You plan a staged defense of a small hamlet that simulates a pirate landing and a civic panic. At dawn the company moves: scouts find the marks, snipers take vantage, trap-lines neutralize a small advance, and the men herd the fleeing hamlet’s cattle away from the shore. It is not perfect—two men are cut and one falls into a shallow trap you meant as a lesson rather than injury—but it is coherent and deadly enough. The steward’s watchers write in their ledgers with the restrained faces of those who have seen worth and must still weigh it.

When the three months close, the Chamberlain calls you again to the hall. The steward reads the reports—Theron’s careful ledger, Elara’s notes on herbs and wounds, and the captain of the guard speaks last, the words like iron. “You have made a company,” he says. “They are no longer ragged hands. They march with orders and keep their watches. They are yours.”

The steward offers you the House’s standard for rangers: a small token to sew onto a sleeve, not a costly thing but a mark that binds them to your command and gives your company the House’s sanction. He looks at you then with the faintest shadow of something that might be grudging respect. “You will ride with our banners when called,” he says. “You will answer the steward and the House when they ask—save when it conflicts with the protection of your kinsmen and your own—then you must send word to Three Pines. We will trust your judgement where your company stands.”

You accept the standard in silence. The weight of command settles like armor—different from a spear in the hand, heavier because it asks prudence with strength. Your men file past and touch the cloth; they are not yours by blood, but by sweat and shared watches they belong to you in a way that is sharper and truer than many inherited loyalties.

That night you walk the courtyard alone and feel the new shape of danger and possibility. The House has given you men and a tether to power; the Hall has given you proof and discretion. Between these two institutions your company will serve as blade and barrier. You think of the boar’s sigil and how perfectly a standard can be turned into a brand. You think of the Hall’s quiet ledger and the names yet to be found. You think, finally, of the men sleeping with your standard near their heads.

You are no longer only a scout or a trapper. You are commander of a company that can bring the House and the Hall together or, if you misstep, pull them into the kind of fire that burns kin and hall both. The hunt widens

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