The Chronicle of Epic Words

Oil painting of an elderly woman with grey hair under a pale kerchief, a green fringed shawl over a rust-brown one and a dark long skirt, hands clasped in front of her, standing at the mossy-roofed doorway of a stone cottage hung with drying herbs — bundled leaves, a forked pale root, purple lavender, sprays of white flowers — at the sunlit edge of a misty forest, a green path winding off behind her.
Yarrow, the Hedge Witch · III (The Witch's Wood)

Yarrow, the Hedge Witch

Gracious to whoever helps her, and a very slow forgetter of whoever doesn't.

At a glance

Old enough to have spent forty years explaining things to people and to be, by her own estimate, very nearly out of patience — but not quite.

Home
The wood's edge, above Inkhollow
Kingdom
III (The Witch's Wood)
Faction
Neutral · Hedge Witch
Be gracious to me and I'm the best friend you'll make in this wood. Be rude, and you'll find the wood is entirely on my side.

Yarrow, to a traveler still deciding how to behave

Yarrow will open the door before you knock, and if you take that for a grand piece of sorcery she will let you — though she'll tell you, unprompted and a little dryly, that it is one of her smaller talents. The cottage sits at the edge of the wood above Inkhollow, where a dark spring runs past a village that has been noting the colour of its own teeth for years, and the inside of it is the kind of tidy that announces a person with firm views about where things belong. Herbs hang in bundles from the eaves; roots and lavender and pale flowers dry in rows; every jar has its place and every place has its jar. She is a hedge witch in the oldest sense — she lives at the boundary, on the hem between the tilled world and the wild one, and she has made her whole life out of knowing exactly where that line runs.

She is gracious to whoever helps her and a slow, thorough forgetter of whoever doesn't, and she'd be the first to tell you this is not a moral position so much as good bookkeeping. Do her a kindness and she gives back something warmer than you asked for. Be rude in her wood and you'll find the wood has opinions of its own, and that they run with hers. It is the plainest thing about her and the truest: she returns what she is given, at interest, and she keeps the accounts in the same tidy hand she keeps her shelves.

What she is good at — apart from the door — is words. Hand her half a cure with the crucial word stolen off it, and she'll worry at the meter and the rhyme and the one vowel that has to fit until the gap closes. She'll admit, if pressed and a little embarrassed, that she always tries logic first; she just keeps hoping for something more interesting to be true instead. It rarely is. When a jackdaw made off with a strip of bark bearing the word a cure turned on, she spent three days on variants and let half a village suffer for it before deciding, flatly, that she wanted the actual word and not a clever guess. Words, to Yarrow, are load-bearing. She has watched enough of them go missing to be certain of it.

That certainty is where her warmth thins into something more watchful. She runs a dispensary down in the village, minded by her apprentice Brindle, and among Brindle's endless jobs is the relabelling — every bottle whose ink has begun to blur, darkened again by hand before it can fade to nothing. In a place where every mark smudges, that is Yarrow's quiet war, waged one label at a time. She was lately up at Charcoal Barrow among the oldest marks in the kingdom, reading things most people have stopped being able to read, and she came back unsettled in a way she does not spell out. She knows there are five fragments loose in the world. She knows one of them waits at the river. She does not say how she knows, and she does not offer to explain, which is itself a kind of answer.

When a debt-haunted traveler named Aldric turns up at her hearth missing the back half of his own name, she has the cure for it — and when the name comes back to him mid-mouthful of bread, she watches him bolt for the river crossing without so much as finishing the loaf, and she does not stop him. She has seen the shape of what's coming for you next. The Drowned Ferryman owes her a debt she's decided isn't hers to settle, so she settles you instead: a charm on a cord, tied at your wrist by her own hand, and a warning she plainly rates above the gold she'll also give you. Whatever he asks, don't be clever at the water. Just be honest. And whatever else you do — the one thing she says twice — do not offer him your name.

She is not, in her own estimation, a frightening woman, and mostly she isn't; a traveler with manners finds the best friend in the wood, a cup of tea while the cure finishes, and payment a shade over fair. But she has read the marks nobody else can, she keeps her accounts to the letter, and she has learned the hard way that some things, once you give them away, do not come back. She'd rather you didn't learn it the same way. That, more than the door-trick, is Yarrow being kind.

Tales & Rumors

She opens the door before you knock — which, she'll tell you, is one of her smaller talents, and the only one she'll show a stranger for free. The cottage behind that door is the kind of tidy that suggests strong opinions about where things belong, and she has them about words too: a word is a thing, and a thing has a place. When a jackdaw stole a strip of bark with the key word of a cure written on it, she spent three days trying variants, and six people in Inkhollow coughed up frogs before she said, flatly, that she had had enough of variants and wanted the actual word back.

She keeps a dispensary down in Inkhollow, minded most days by her apprentice Brindle — who has more confidence than she's strictly earned and more competence than she'll admit, which is Yarrow's own recipe applied to a person. The village has noted the colour of its teeth for years, on account of a dark spring, and Yarrow's answer to a world where every label smudges is simply to keep relabelling: bottle after bottle, the ink darkened by hand before it can fade to nothing. She would tell you that is not a metaphor. She would be, as usual, only mostly telling the truth.

She was up at Charcoal Barrow last month, reading the oldest marks anyone in the kingdom can find, and something up there sits wrong with her in a way she doesn't fully explain. She knows there are five fragments loose in the world and that one of them waits at the river with the Drowned Ferryman — who owes her a debt she has decided is not hers to collect. So she gives the charm instead, ties the cord herself, and sends you on with a warning worth more than gold: be honest at the crossing, and keep your name.

How They Measure Up

A hedge witch keeps a careful inventory — of her shelves, and of everyone who's ever stood at her door.

Strength9 / 20

Hauls her own roots and firewood in from the treeline, slowly, and will not be helped unless she likes you — at which point she'll let you carry the heavy end and call it a favor to you.

Dexterity12 / 20

Fine hands for fine work. Ties a charm-cord one-handed while telling you exactly why it won't save you if you're a fool at the river.

Constitution14 / 20

Forty years at the edge of a wood that takes the words off boundary-stones. Whatever it is out there, it hasn't managed her yet.

Intelligence16 / 20

Give her half a word and the meter around it and she'll hand you back the missing letter. She tried logic first, she'll tell you — she was only hoping for something more interesting.

Wisdom18 / 20

Her one great gift, and it isn't the door-trick. It's knowing which questions not to ask, and which warning is worth more than the payment: do not offer the Ferryman your name.

Charisma13 / 20

Not warmth, exactly. More that she decides what you're owed, itemizes it, and delivers it to the letter — and people find they'd rather be on the crediting side of that ledger.

Signature Trait

Reciprocityshe gives back precisely what she's given, at interest. Kindness earns a warmer thing than you asked for; rudeness earns a grudge she files as neatly as everything else on her shelves — and, like everything on her shelves, she can always lay a hand on it years later.

Where you'll meet her

You'll find Yarrow in your first hours on the road, in Kingdom III (The Witch's Wood) — at a cottage at the wood's edge above Inkhollow, the door already open before your hand reaches it. She'll be mid-cure and unable to finish it: the key word was written on a strip of bark, a jackdaw took it three days ago, and she has run entirely out of patience for variants (ask the six villagers now coughing up frogs). Offer to climb the hazel at Blotter's Reach for the bark, or reason the missing letter out with her at the workbench, or — if you happen to know what Duke Aldren has been saying about her — lead with that, and watch a woman try very hard not to look pleased. However you help, she pays fair and remembers it. She remembers the other thing too.

Epic Words · Codexlogicloftgames.com