The Chronicle of Epic Words

Oil painting of the Woman on the Path seated on a milestone at the river ford, extending an open hand
The Woman on the Path · I (The Greenway Road)

The Woman on the Path

A traveler who asks for nothing and repays everything in kind.

At a glance

Old enough to have watched a great many travelers reach the same milestone and make the same wrong choice. Old enough to have stopped being surprised — and to have not, quite, stopped hoping.

Home
The road
Kingdom
I (The Greenway Road)
Faction
Neutral · Wayfarer
A key is just an argument someone hasn't finished yet.

The Woman on the Path, handing over a key she has no use for

There is a milestone on the eastern bank of Lip Ford, a quarter-mile past the crossing where the two banks mirror each other into something the locals swear looks like a mouth caught mid-word, and if you walk the Greenway Road in your very first hour you will find a woman sitting on it. She does not ask you for anything. This is the first thing to understand about her, and very nearly the last thing anyone learns for certain.

She has the dust of Uttermost Rest on her coat — the oldest village in the vale, and a long enough walk that most travelers would mention it. She doesn't. Her boots are mended with three different kinds of twine, a wooden staff leans against the stone beside her, and she sits with the careful, upright posture of someone who has come farther than she will admit and has decided, firmly, not to make it your problem. She watches you approach with the patient expression of a person who has seen a great many travelers reach exactly this milestone and make exactly the wrong choice — who has stopped being surprised by it, and has not, quite, stopped hoping.

What happens next is entirely up to you, and everything she does answers it precisely. Set a coin on the milestone beside her and she'll take it, and look at it, and look at you with something that falls between gratitude and mild disappointment — the face of a person who wanted company and got commerce instead. She gives you an apple from her coat pocket. It is, for the record, a good apple. It will not make you feel the way you had hoped it would, and you will not be entirely able to say why. Turn and keep walking and she won't call after you; she never does. But somewhere past the rise, with Sounding Hill lifting over the treeline ahead, you'll realize you have picked up a low, quiet guilt that is worse than being cold and has a way of following a person clear into the kingdoms beyond this one.

Share your bread, though — half a stale travelling loaf, handed over without ceremony, which is the only way she will accept it — and she gives you something stranger than an apple and worth a great deal more. She reaches into her coat and produces a small brass key on a loop of cord. "Found it on the path," she says, "between here and The Hearthmark. Two days back. Didn't know what to do with it. Maybe you'll figure it out." The key is cold and unmarked but for a single notch near the bow — the hallmark, if you happened to know locks, of a maker who cut them in Calligrapher's Green back when that place still had guilds to cut them in. "A key is just an argument someone hasn't finished yet," she murmurs, and rises, and is around the bend before it occurs to you to ask her name.

She is right about the key, as it happens. Carry it another mile up the road and you'll meet Tomas, a large and methodical man locked out of his own stable and far too proud about it, waiting on precisely the argument that small brass key was made to finish. She could not have known that. She simply handed the thing along and trusted the road to sort out where it belonged — which is, more or less, how she seems to handle everything, herself included.

Try to work out what she is and you will not get far, and this is by design rather than mystery for its own sake. She keeps no ledger of who has helped her and who has not; she doesn't need one. She trades in kind and settles up on the spot — bread for a key, a coin for an apple, a turned back for a guilt you'll carry yourself — and then she is gone up the road, staff in hand, leaving you holding whatever you earned and the growing suspicion that the first choice you made on the Greenway Road told her rather more about you than it told you about her. You will not see her again. You will think about her for a good while yet.

Tales & Rumors

She will not ask you for help. This is the first thing to understand about her and very nearly the last thing anyone learns for certain. She sits on a milestone at the eastern bank with the careful, upright posture of someone who has walked farther than she'll admit and has decided not to make it your problem, and she watches you come up the road, and she waits to see what you are.

Share your bread — half a stale travelling loaf, handed over without ceremony, which is the only way she'll take it — and she reaches into her coat and produces a small brass key on a loop of cord. 'Found it on the path,' she says, 'between here and The Hearthmark. Two days back. Didn't know what to do with it. Maybe you'll figure it out.' She is around the bend before you think to ask her name, and you are left holding a cold little key with a single notch near the bow — the hallmark, if you knew locks, of a maker who cut them in Calligrapher's Green before the guilds there were let go.

Offer her a coin instead and she'll take it, look at it, and look at you with an expression that lands somewhere between gratitude and mild disappointment — the face of someone who wanted company and got commerce. She gives you an apple from her pocket. It is a good apple. It does not make you feel the way you had hoped. And walk past her entirely, and she won't call after you; she never does. She simply lets you carry the low, quiet guilt of it down the road, which is worse than being cold, and which has a way of following a person clear into the next kingdom.

How They Measure Up

Even a traveler who keeps no ledger can be counted — the road keeps one for her.

Strength7 / 20

Carries a staff, a coat, and whatever a long road hasn't taken yet. It is enough, and she has never once asked it to be more.

Dexterity9 / 20

Boots mended with three kinds of twine, and she has outwalked all three. Grace was never the point; arriving was.

Constitution17 / 20

Walked from the oldest village in the vale and sat down as though she might get up and walk to the dragon kingdoms next. You would not bet against it.

Intelligence13 / 20

Reads a traveler the way other people read a signpost — and is wrong about them considerably less often than the signpost is.

Wisdom18 / 20

Knows which kindness comes back around and which coin will only ever be a coin. Sits on the milestone to find out which one you are.

Charisma12 / 20

Doesn't charm and doesn't try to. Something about being watched that patiently makes a person show her exactly who they are.

Signature Trait

Reciprocitywhat you give her, she gives back in kind — bread for a key, a coin for an apple, and nothing at all for a back turned. She keeps no ledger and needs none; she simply answers you with the exact measure you offered, and lets you live with the arithmetic.

Where you'll meet her

You'll meet her in your very first hour on the Greenway Road, in Kingdom I (The Greenway Road) — sitting on a milestone at the eastern bank of Lip Ford, a quarter-mile past the crossing where the two banks mirror each other into a shape the locals swear looks like a mouth caught mid-word. She has the dust of Uttermost Rest on her coat and a wooden staff leaning against the stone, and she doesn't want anything from you that you'd notice giving. What she does next depends entirely on what you do first: a share of your food, a coin, or nothing at all. Choose carefully. She's watching, and she remembers in kind.

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