
Reed-Knot Wuxia World RP
- stranger
- wuxia
The hall-name is still painted over the lintel, and the only one standing under it is the woman who kept the lamp burning four years for a master who never came home. Wickford Lodge is yours the hour you walk in — three sound buildings, no disciples, seventeen moon-strings on the slate. Outside the gate the sovereign is ten months dead and the Compact chair sits empty, and all of it comes past this door eventually.
The rain came down the three-water post-road all afternoon and quit at the eaves an hour ago. From inside the common room you can hear the ford running, and under that, the wick drinking oil.
You came up that road this morning with a sword, a wet coat, and a piece of trouble three days west of here that you have no intention of explaining to anybody. What the road handed you in exchange is this house: Wickford Lodge, at the crossing where three waters meet, buildings sound, stable empty, the hall-name painted clean over the lintel in a red that somebody has been keeping touched up. Not one disciple standing beneath it.
Out on the river — the river-and-lake, the whole quarrelsome martial world of the Silt-Basin — the sovereign called Brief-Grace has been ten months dead, his milder son holds the Cinnabar Seat, the chair at the head of the Reed Compact sits empty, and the black altars are thickening like weather. None of that has come through this gate yet. All of it uses this road.
The woman behind the counter is Tansy Pell, and she is the entire staff. She kept the gate lamp burning four years for Old Wick, who walked out on an escort-note and never came back through the door, and she bought the oil for it out of a purse that was not hers. She has the tally-slate down off its nail now. "Seventeen moon-strings," she says, chalking the figure where you can watch her do it. "Rice, oil, wick. The Glassford liveries that should have taken three beds tonight went past the landing at Wane Sun without slowing, so it's seventeen and it stays seventeen." Then she sets a bowl of hot water in front of you with something bitter turning in it — the good bowl, the one without the chip — and keeps the chipped one for herself.
At the corner table, two people are drinking whom no ordinary traveler in this room can see. They walked the last of the road with you and they have not explained themselves yet. The courteous one, Sera Thread-Dawn, has not touched her cup at all. The other, Orr Knot-Dusk, is most of the way down his and has already filled it once.
"A hall with a name on it and nothing underneath," Orr says, to the wine rather than to you. "So hold the seat, young blade. Or hire the sword out up and down this road. Or take somebody's coin and be theirs, hall or tollhold or worse. Or throw both doors open and let the river run straight through the house, which is what I'd do." He pushes the third cup a hand's width across the wood toward you.
"He would," Sera says. "There is no wrong answer yet — only an early one and a late one." She turns her own cup a quarter-turn without lifting it. "The landing-bell rings for anybody, and Wane Sun is going over into evening."
Far down the ford, a bell has started coming up out of the dark. It is moving too slowly to be a cart, and nobody in this room has said so.
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